After the ambush when Gorion was killed, I was again ambushed at the Friendly Arms Inn. That battle ended in my favour.
I found and returned Joia's ring after which I went to Beregost where I battled with Silke, poison being a decisive factor.
The same applied when I fought an ogre.
Due to my poisoning ability, the trek to Nashkel went very easily and once there I found some good armour, talked to Noober and turned down a reward from Oublek.
Further south I was attacked by Greywolf. The guards at the mine weakened him considerably, but it was absorb health that killed him.
Sadly Prism died shortly afterwards.
I took Samuel to the Friendly Arms Inn and continued northwards where I killed Sonner and returned Tenya's bowl.
I then killed a nearby ankheg.
I thought that the battle had gone amazingly well, but then AFTER the battle was over, it continued to do me harm.
Since I had won the battle against one ankheg, I decided that I might be able to clear the ankheg lair. In this I was correct, but I did have to rest quite a lot and from time to time my rest was interrupted by an ankheg.
However, despite the problems I eventually reached level 5.
I then deemed it possible to fight two ankhegs. I was right.
Heading southwards for provisions, I had a battle with Zordral and the amazing Oopah. I had previously bought good equipment in Beregost, but I wanted some scrolls from the carnival.
I decided that it was time to pick up a party and started with Xzar and Montaron. Montaron is an excellent pickpocket and found some much appreciated items both in Beregost and Ulgoth's Beard which is where I left them.
Heading south I was again ambushed, but upon this occasion another Blackguard calle Dorn helped me.
I deemed it only proper to help him in his quest for vengeance against his former colleagues.
We then headed back to Beregost where I lost 9 reputation points by killing Firebead. However it gave me sufficient experience to level up to 6. I then returned the Colquetle Amulet.
Since both of us had access to poison, killing Zorgal and Bassilus was easy.
I met Safana near a lighthouse and agreed to help her in finding loot. However, to deal with some sirenes I deemed it necessary to first pick up a mage.
By the time I had done so Safana was complaining so we quickly returned.
We got embroiled in a battle with some sirine which did not go well as Dynaheirs script got her too close to them and she died.
Not wanting Safana to leave I decided to send her on ahead as a scout.
She sneaked past the sirine without incident due to them not being hostile.
She then disabled a trap and was sneaking past a golem when she stupidly threw a dart at it alerting it to her presence.
She quickly put her darts in her backpack and headed to the entrance where she was able to hide.
The golem had followed her but had stopped and she was able to sneak past it.
She was then able to look for other traps at her leisure since the golem was out of sight.
She found one and disabled it before hiding again.
She then went to the treasure but was unable to reach it as a bat was blocking the way!
[As if a bat COULD block the way. Even the fruit bats that hung from the wires in Kathmandu weren't big enough to do that!]
She retreated until she could see the bat, but not the golem and then killed it with some darts.
She put the darts back in her pack and hid.
She then looted the treasure and departed as fast as she could, hiding once she was out of sight of the golem.
She then sneaked pat the sirine and rejoined the party.
Afterwards I thought that it couldn't have worked out better if I had planned it!
I went looking for and found some boots for Safana.
EDIT
Branwen joined us and we killed a few half-ogres for Bjornin. hafiz gave us a scroll and we are now thinking of taking on those demons in the mines. Our reputation is now 12.
She had a few mishaps not usually encountered, typically by selecting the wrong dialogue options. An example of this was making Hafiz hostile led to being subjected to a spell and not being given a scroll of protection from magic (1, 1, 2 chosen for some reason rather than 1, 1, 3).
Also some forgotten tasks which she had intended doing. Poor Duke Eltan would have to remain under the care of Rashad, while Tamoko would not make an appearance outside the temple of Bhaal.
Also, Wyrme failed to lay enough snares to deal with Silke. After this slight setback she stealthed back to finish the job with a quarterstaff.
After getting experience and items she decided to speed up her usual method of dealing with basilisks atop Durlags Tower. Instead of snaring them to death she resorted to a single potion of mirrored eyes and backstabs - the three greater basilisks all perishing within one turn (60 seconds).
Wyrme checked her gear after eliminating Rahvin and his gang, even making sure she unbagged Koveras' ring for what laid ahead. Then she went to deal with Sarevok and used darkened corners of the temple to defeat him.
BGII:EE
Wyrme grabbed her gear and after freeing Imoen, Jaheira and Minsc she found her own way out of the initial area of Irenicus' chateau. A second level was carefully cleared, and then Wyrme moves on to restore the circus tent from a gnomish illusion.
By this time Wyrme was settling into her groove and carefully picking the tasks she felt comfortable with. Watcher's Keep was the exception to this as Wyrme found a pair of Vampiric Wraiths waiting inside. She escaped with her life and obtained restoration from Sister Garlena.
Lesser Wiser thieves would flee, but Wyrme tried to enter twice more and each time was rebuffed by the wraiths. This would have to wait as Sister Garlena and her 500gp restorations were the only winners here.
Some time later Wyrme returned with a scroll of protection from undead. After using it she realised she had stored the Watchers Keep ward in the Promenade, so that scroll was wasted.
Some time later Wyrme returned with a scroll of protection from undead and the Watchers Keep ward. The wraiths inside quickly demonstrated they were not classified as undead and Sister Garlena collected another 500gp.
So Wyrme vowed to come back even later, say when wearing the amulet of power once she found a way to use any item.
In the meantime she decided to oust Mae'Var. That is duly done but at some point before that she had sufficient funds to meet with Bodhi and be given a guild to guild brush-off.
Fine, Wyrme hadn't planned on joining her and had just chanced by the Graveyard district in search of headgear which she found in the area below.
As Wyrme was running her thieves guild she hung around town to complete a few weekly guild obligations - and muttering about why she can't pay in advance so she can travel outside the city with impunity.
She did find time to head to Trademeet and deal with the djinn there, but returned without visiting the druid grove. One of her thieving groups needed bailing out of jail so she took the opportunity to re-jig their tasks.
The Temple district sewers were cleaned out with Tarnor the Hatchetman and his gang receiving a number of backstabs. Mekrath's hideout was cleared too, and then Wyrme used another protection from undead scroll to deal with liches in the Temple, Bridge and City Gates areas. Then Kangaxx the lich was turned into a demi-lich and after many rounds of chasing the panicked demi-lich around she eventually defeated it.
Wyrme had also dealt with Rejiek Hidesman but not his rune assassins, and with Lassal the vampire plus deserting thieves. A check of her journal added further completed tasks (Sir Sarles, Lathander Dawn ring, handing in Neb's head, Wellyn's teddy bear, a new home for Risa the orphan, giving Xzar the bird, exchanging lady Elgea's whereabouts for some silver pantaloons, freeing Hendak and dealing with the slaver houseboat).
Which left the Planar Prison where Wyrme was injudiciously cautious and laid a few snares near the portal. Then she made the mistake of which summon to use - should have used Kitthix as it wouldn't have gone berserk and killed Raelis Shai.
Wyrme at least used Gaxx invisibility to avoid further fighting and while she could perhaps enter the prison there may be no return so she slunk away.
At level 18 she needs to think of a few more ventures. This may result in relinqishing her guild as the repeated travel from outside the city will be difficult to manage in suitable time.
With a party of Dorn, Dynaheir, Safana, and Branwen my party is moderately strong though not being able to see through illusions is and will remain a problem as I cannot envision any Inquisitor wanting to join a blackguard even if I were to become heroic again.
I don't think that there are any inquisitors or clerics of Helm in the unmodded BG1 game anyway. Perhaps one of those kits is a possibility for the future.)
We first went to kill the half-ogres that Bjornin warned us about and on the way we were assaulted by bandits.
We then delved into the depths of the nashkel Mines where we rescued Xan and killed Mulahey.
Upon leaving the mines we raided a couple of caves. We were badly hurt by a revenant though we were ultimately successful. We went to the Carnival to rest and then returned to the final cave and also Narcillicus.
We returned to the Carnival to rest again and then went to Nashkel to report our success.
We also killed Nimbul.
In Beregost we met Elminster who congratulated me on straddling the morality fence due to the fact that my reputation now stands at 14. Dynaheir on the other hand thinks that our group shows exceptional promise.
[ If it gets too high again, I can foresee the death of Oublek who has some emeralds in his possession.]
@Wise_Grimwald - if I need to drop reputation, my usual target is the peasant who "claims" to be a lich by Beregost Temple. He's by himself, so no risk of townspeople going hostile like what might happen with Ouiblek.
Wyrme decides she should try to fit in some jobs before Renal decides to remove her from her thieves guild stronghold. She has escaped from the Playhouse so looks at what else is available in the Bridge district and settles on the Rune Assassins in the basement of the tanner building. It should be a good test of both her gear and her strategy.
Gear first - she has purchased the staff of Rhynn +4 and bracers of defence AC3. The staff will help with attacks but the bracers are improving her armour class by 4 so should make a significant improvement.
Strategy second. When 'in too deep' it is imperative to escape quickly, and the Rune Assassins are both fast and can see through invisibility. Wyrme lays snares on the two upper floors of the tannery, unsure whether they would work against the assassins.
Final preparations. A rest, Draw Upon Holy Might and Gaxx haste is followed by slipping into the shadows and racing downstairs. One ghast is killed and then an assassin misses their initial strike but hits with a second. Wyrme is barely injured but with the second assassin about to join in the fray she retreats and draws one assassin plus the second ghast upstairs. The snares injure the assassin and as we head to the next staircase a later cluster of snares finish him. Wyrme casually batters the ghast, lays down more snares and returns downstairs for the remaining assassin.
The assassin is not stupid though and has obtained the assistance of a bone golem. Wyrme tries a hit or two and then heads upstairs to see what her snares can do. Plenty - leaving Wyrme free to apply a couple of hits to finish off the golem and inform Lt Aegisfield that he should go pick up the pieces.
After paying another guild installment Wyrme travels to the Druid Grove and picks up a level plus some items there.
She rests, wondering if her 30% in detect illusion will cause issues with the potion seller. All she has to do is defeat two groups of druids and some more trolls to find out.
The first group of druids are standing idle with no sign of trolls so Wyrme decides to drop out of the shadows by laying a snare - and the trolls instantly turn up to their regret.
Once the trolls are finished off Wyrme kills the druids one by one. Kyland Lind takes no damage from two backstabs so Wyrme assume he has iron skins and uses arrows until he takes injury then lines up a third backstab. Kyland takes heavy damage but immediately vanishes so Wyrme trudges on.
She picks up a scimitar and uses her lore to read the inscription (Belm) before heading into the quaint cottage nearby. A quick conversation confirms Adratha can be talked with so Wyrme breaks her usual restraint and purchases 10 each of power, speed and stone form. These are bagged and may never be used but at least on Wyrmes deathbed she can now reflect how they could have helped.
A pair of spore colonies are next. The efreeti keeps them occupied as Kitthix successfully webs one and then the other. Wyrme only then moves in to backstab them in safety. A trio of druids outside the grove interior put up a good fight mainly due to several lightning strikes but Wyrme retreats back to where the spores were and Kitthix helps by poisoning a panther and two bears.
This leaves Wyrme free to tell Cernd about Faldorn, and she observes as he uses his lycanthropic form to kill Faldorn. As Wyrme returns to inform the mayor of Trademeet she becomes aware her thieves have returned to her guild which means the next weekly instalment will be due in another day or so. So she collects the reward and returns to pay her dues.
This means there are a couple of tasks left to complete in Trademeet (skin dancer and disputed family heirloom) next time she is at a loose end.
At her guildhall she rests seven times before the payment is due. Can she not leave a pile of cash on one of the tables in such a trustworthy building or get one of her guild members to learn from the de'Arnise Majordomo as to how matters should be run.
@Wise_Grimwald - if I need to drop reputation, my usual target is the peasant who "claims" to be a lich by Beregost Temple. He's by himself, so no risk of townspeople going hostile like what might happen with Ouiblek.
Since he claims to be a lich you can also kill him with no qualms of conscience. Of course since I'm playing a blackguard this time, he doesn't have those.
Wyrme decides to deal with the Fallen Paladins instead of returning to Trademeet. It is but the work of a moment to obtain Anarg's Cup from Sir Ryan Trawl and she finds time to lay four snares plus a special snare in case she has trouble eluding the paladins should they turn hostile.
Reynald and a paladin are duly Otiluke'd while Anarg is separated from the rest. Two backstabs are more than enough for him and Wyrme patiently waits to deal with Reynald next but after an opening backstab she has to kill the fallen paladin with two normal hits. Reynald wasn't too badly wounded from snares or the backstab but two more seal his fate.
The three remaining paladins soak up ten more backstabs between them around the Balthis estate, and then Wyrme sells their armour before returning the cup to the Radiant Heart.
Trademeet beckons, and Wyrme answers. She uses a Daystar sunray to destroy all but one of the undead guardians and then picks up the mantle of Waukeen. She deals with Tiris, returns the mantle to the mayor and kills Rejiek Hidesman before using a restoration scroll on Raissa - all while sneaking under the nose of Rasaad without him noticing.
With matters at Trademeet all wrapped up Wyrme sets off once more, stopping by at the de'Arnise Hold. Nalia mentions trolls and Wyrme glumly looks at her remaining 8 arrows of fire. Captain Arat hands her another 20 and mentions there are more inside if Wyrme cares to look. Well, invite me in and ask me to loot the building - an offer Wyrme cannot refuse.
One troll and five minutes later Wyrme staggers outside to inform Nalia she will be back once she has raised funds for a proper campaign at her guild. Ah says Captain Arat are you a member of the Radiant Heart. Something like that responds Wyrme only not quite the same cachet. Keep an eye out for my return with a wheelbarrow (edwin mode: and curse those vampiric wraiths preventing me from finding a missile quiver)
Still, even this meagre hoard will pay for several weeks tithe to Renal Bloodscalp.
Wyrme's rumination of the day
Wyrme has prodded the human flesh from left and right, remaining uncertain why it wouldn't function even better if made from shorty flesh.
Wyrme sighed. The de'Arnise keep had been going so well, many trinkets being stored in her gem bag or scroll case and the odd potion being bagged too. She'd got half way around the second floor and cleared all the golems except two when she realised her thieves had returned to the stronghold once more. DUHM and Gaxx haste was enough to down the clay golem while failed backstabs eventually dropped the iron golem. Time to head back 'home' once more.
She exited lady Delcia's room and turned right, might as well clear the remainder of this area on the way out. Glaicus fell onto a special snare which prevented him from fighting the berserk warrior but on his removal from Otilukedom Kitthix webbed him for another easy kill.
Wyrme collects the takings from her thieves and waits for the guild representative to turn up. Nine rests later, on day 64 hour 23 he arrives. A glance at Jariel who is managing the rogues indicates there is no point asking why they operate on a different timescale to the guild meaning Wyrme has to return twice, return once and wait or ignore the returning rogues and simply turning up when Renal's collector arrives. Whoever organised all this may be fine as a thief but any time and motion study would show improvements could be made. Perhaps Saemon Havarian will have ideas as to how the guild could be optimised. Wyrme is still muttering as she exits the building and the bad mood may well lead to losing control of the operation.
As she passes Renal's building she considers stepping inside to have the matter out with him but in her mind she can already hear the answer (having a guild is not meant to be easy. Give it up if you don't want to work hard at it and if you think that is difficult rest assured my job is even more demanding. I haven't been out of here in ooh 20 years and almost a month since the first of you ungrateful lot turned up)
Fair enough, knuckle down.
So back to the de'Arnise keep. Feed the umber hulks. Kill them - preferably without managing to get yourself boxed in like I did and the choice of Improved Haste worked rather than going invisible to haste.
Lay some snares. My thieves have returned, Day 66 hour 1. So still about 3 days before my tax is due - this time I will wait. On to Tor'Gal.
Wyrmes first two groups of snares (1 + 2) are enough to deter him leaving two more groups (3 + 1, circled) in case they are needed for the two remaining trolls.
After three fire arrows are used Wyrme switches to an acid arrow and Tor'Gal succumbs. His two giant trolls are killed without being drawn back to the snares and Wyrme loots the area of anything valuable. On checking her lore she can now identify her ring of protection +2 so only the amulet (power) and a pair of green scrolls are currently unidentified. On her way out she detours to a few containers she previously added magical ammunition to and adds that to now-unused inventory slots, and drops an ice troll that has appeared from somewhere.
All that is left to do is report back to Nalia, balefully advising all of value has been stripped from the place and that she might as well hand it over to that Roenall cad. Farewell sweet Nalia.
With that, Wyrme decided to return to the guild anyway and rested 12 more times then an unrequired 13th time on auto-pilot even as the guild contact appeared. Drat. Anyway, day 71 hour 11 now and perhaps time to venture to Umar Hills. There should be a few liches there by now.
Wyrme is level 21 as a bounty hunter, 135k away from level 22. Down to her last 73903 gold.
100hp. AC -6. THACO 2. Damage 13-18
Gate70 said...
(edwin mode: and curse those vampiric wraiths preventing me from finding a missile quiver)
@Gate70 You do realize that you can use a protection from undead scroll if you really want the ammo belt? Just put on the protection and run in and out.
Pearl, Ruva, Valos, Rila Lira, Poppy, and Yi Grovana in IWD2:EE
Part 1
I've been playtesting a lot of IWD2:EE the past few weeks and we have a no-reload run to report on! After several failed runs of various types, this one is a party run on Insane mode. Say hello to our first 5 party members! First is Pearl, named after my new middle name, with a self-portrait I made in Photoshop a while ago.
The resolution in these screenshots is lower than it actually is in-game; EE is not limited to super low resolutions. Druids have always been my favorite class in IWD2:EE, and since Pearl has high CHA, she can choose a special new EE-exclusive feat called Natural Spell that will let her cast spells even while shapeshifted! This is why her physical stats are so low; shapeshifting resets them.
One of the main high-level changes in IWD2:EE is that spellcasters no longer utterly outclass warriors and rogues. Clerics are still the best healers, but now warrior levels are MUCH more useful for tanking and damage output, which is why our primary attacker, Ruva, will be investing in fighter levels rather than just staying a single-classed cleric.
With her level 1 racial enemy pick as Goblinoids, she'll get +4 to hit and damage against almost every enemy in the first couple chapters of the game, and she'll get free dual-wielding so long as she is in light armor.
Next up is Valos! Deep Gnomes remain excellent AC tanks, just like in vanilla IWD2, but the ECL system has been revamped: rather than being 3 levels behind at every stage of the game, she instead will get a 25% XP penalty.
Valos will be taking Weapon Finesse to let her use her sky-high Dexterity bonus to attack with small blades, so her crummy STR won't hold her back too much.
Clerics are still great characters in EE despite being their attack power being nerfed (and good clerics can no longer cast Animate Dead, the best summoning spell in the game!), so we've got a single-classed cleric on hand, Rila Lira, who is a Lightfoot Halfling so her DEX bonus will increase the damage of her sling attacks!
She takes Rapid Shot as her first feat pick, so she can one-shot goblins at 2 attacks per round right out of the gate.
Finally, we have a familiar face, Poppy, our sorcerer. She's just there to blow stuff up.
The reason we currently only have 5 party members is because it lets us enter the first major boss fight at level 3 instead of level 2--we'll be adding our 6th party member later on.
The run gets off to a good start, with Ruva landing a critical hit on her first attack roll. She specializes in axes because axes deal triple damage on critical hits, and we'll be landing lots of critical hits when we start stacking luck bonuses on her.
One of the new changes with EE is that armor and shields grant damage reduction equal to half their AC bonus (a nerfed version of a similar component from the ease of use mod). Leather armor is enough to negate damage from a lot of goblin attacks even when they land a hit.
But we're playing on Insane mode, and even goblins hit pretty hard on this difficulty. The goblin sappers hit very hard and very reliably, more than enough to get past the minimal damage reduction we get from leather armor.
Fortunately, Pearl can conjure lots of Goodberries for us to heal up, and Poppy can decrease enemy pressure by tossing out Sleep spells.
By doing all of the Targos side quests, we can hit level 3 before facing Phaen of the Rags. Phaen is pretty dangerous, with instant-hitting Larloch's Minor Drain spells, but as a level 3 druid, Pearl can cast Web, which forces Phaen to make a Concentration check to cast any spell as long as he's webbed. He fails a save shortly into combat.
One of the cheeky tricks of EE is that, since each warrior class gives +2 Base Attack Bonus at level 1, you can actually take a level of fighter, a level of ranger, and a level of barbarian, and they will give a total BAB of +6, which is enough for a whole extra attack per round. Ruva actually strikes 3 times per round when dual-wielding, and her racial enemy bonuses let her absolutely butcher the otherwise-deadly worg rider Vghotan in the Palisade invasion.
Ruva also has ranks in the Toughness feat, which grants more and more HP with each rank taken. In vanilla, Toughness only granted +3 HP, making it underwhelming even in the prologue. In EE, though, it lets Ruva crank her HP all the way up to 89, even though we don't have max HP on level up enabled. Once she gets all 5 ranks of Toughness, they'll give her an extra +100 HP put together, which will help her survive against Insane mode enemies (which get +9 to hit rolls as well as dealing double damage).
We snare Caballus, the goblin sorcerer, with an Entangle spell, a classic IWD2 staple. Thanks to Insane mode, he still hits really hard, but Ruva hits harder.
Next up is Shaengarne Ford, where we'll be facing much harder-hitting orcs, and plenty of enemy shamans with Hold Person spells.
Micro-update - Corethief XXX and party (Ajantis, Khalid, Coran, Branwen, Imoen) has successfully got past the Cloakwood Mines. Next session will investigate the great city of Baldur's Gate. No deaths, but Corethief XXX has been in trouble many times - somehow he's still kicking though. Will keep at it.
Gate70 said...
(edwin mode: and curse those vampiric wraiths preventing me from finding a missile quiver)
@Gate70 You do realize that you can use a protection from undead scroll if you really want the ammo belt? Just put on the protection and run in and out.
Wyrme has set off from Candlekeep once more.
Some time later Wyrme returned with a scroll of protection from undead and the Watchers Keep ward. The wraiths inside quickly demonstrated they were not classified as undead and Sister Garlena collected another 500gp.
Edit: Although...
I tried just now with an earlier save and the wraith attacked once and then stopped. That may be due to me visiting earlier, and in the run I expect I took one hit and ran without hanging around to see if it continued. Another one to remember for the future, thanks.
Wyrme gathers her thoughts about Umar. It all started after speaking to the mayor but she then had to return to the city tannery to read a letter so Fael would turn up with the Umar merchants.
Further investigation around Umar led to some temple ruins which were crawling with undead. Wyrme took care to use Daystar at appropriate times and two liches were encountered. Neither caused any concern as Wyrme made certain she was a good distance and sight away when their opening timestops fired.
The greater mummies were more problematic, with Wyrme having to run from them more than once. One hit removed 65hp and it was fortunate that Wyrme had only just started that combat. She took greater care for them after that, and was pleased to see the undead getting mazed rather than Otiluked.
After making her way through a door Wyrme could see a shadow dragon monikered as Thaxyll'ssillyia. Seven snares were laid, then Wyrme realised her thieves had returned. She attacked with her staff and was relieved to see the snares kill the dragon.
A Shade Lord fell to a DUHM Daystar backstab with Improved Haste second hit (6 APR as offhanding Belm) then Wyrme switched to a recently obtained Arlasbane +3 sling with a sunstone bullet. A shadow perished as a result of this and Wyrme hit shadow Patrick once before he too perished.
Wyrme then had to race home as she was notified her guild payment was once more due. With that done a return to Umar resulted in collecting some armour from the mayor and a shield from Madulf - both of which were sold. She asked Valygar to accompany her back to the city and once he opened the Planar Sphere he returned to his cabin. Wyrme looted the first two rooms inside but returned outside without initiating planar travel.
Equipment preparation was made for a trip to Brynnlaw until Wyrme remembered she had not interfered with the vampire nest yet, and level drain was something she felt to be problematic. There were two other options one of which was Windspear Hills and Wyrme wanted to put this off also.
Eyes shut. Spin around. Start walking. We're going to the Unseeing Eye. It's not long before a wraith level-drain her near the large spiral stairway. Maybe she should deal with Windspear instead. Ugh. Maybe not. She presses on, clearing spiders beyond the stairs and a group of undead before a broken bridge. Fixing the bridge involves answering a few questions and once Wyrme completes the questions she gains another level - and Use Any Item. Out comes the Amulet of Power in reserve as Wyrme keeps the necklace of form stability equipped for the time being.
Beholders and gauth after the bridge have to be dealt with carefully, with their cause serious wounds being worrisome. Wyrme starts with snares then uses arrows before summons and ends with arrows. Once the way is clear she negotiates her way into a temple and speaks to the avatar within.
While Wyrme has proven resilient to beholder attacks she feels a mistake against them or similar could be fatal so she retreats to purchase the shield of Balduran. Only on arrival does she notice half of the rift device - and thanks her lucky stars that she did not leave with the entire device reassembled.
After returning she used the shield to clear the beholder lair ending both the Unseeing Eye and the temple quest.
Next she decides to visit the vampire nest - Haz taking advantage of a special maze snare to make a rare survival when making our entry despite trying to help and getting level-drained against the first vampire.
A clay golem might be hard work, but by now Wyrme has a brace of Spike traps and has set one of them so an additional 69 magic damage is enough to supplement a crushing 15 non-backstab.
Lassal finds his vampiric regeneration can't work quickly enough to defeat a snare plus Wyrme's ring of Gaxx regeneration.
Wyrme expects Bodhi to be tough so lays two spike traps as well as five normal snares. This is overkill but better safe than sorry.
While packing her bag for Brynnlaw Wyrme remembers Watchers Keep and with the aid of the Amulet of Power the two vampiric wraiths cannot keep her out this time - more so as the first attacked on it's own so they could be dealt with one at a time. She then does a quick loop of the level picking up everything of interest to her including the Usuno's Blade +4 and missile quiver.
Wyrme rummaged about in her temporary cache of items, selecting some bits for the trip. She then did a last visit to her stronghold to pay yet another due, and then asked Aran Linvail about Brynnlaw and Spellhold.
Upon reaching Brynnlaw Wyrme finds she has to defeat Valen, Del and Parisa. Two of them are killed while the third manages to escape just before dying. Wyrme does a bit more shopping and spots a scroll of Find Familiar and that reminds her that she has bagged one earlier. So she takes it from her bag and summons a 18hp imp before stuffing it into her backpack.
Outside Lady Galvena's Festhall Wyrme talks to a female courtesan before realising she must talk to a male courtesan instead. He's not interested either, obviously dwarves aren't his type. Wyrme heads to the tavern and has to defend herself after Sanik is assassinated. The innkeeper mentions Claire in the Festhall and Wyrme shrugs - sounds like the courtesans will need to be spoken to in a more authoritative tone.
The female courtesan refuses to talk but the male courtesan offers unbridled pleasure for 100gp or sneaking in to look for Claire for 200gp. He refuses to negotiate on any price and threats of violence go nowhere either. In the end Wyrme hands over 100gp and sets about the festhall.
There is no sign of Lady Galvena in her bedchamber but her guard captain is there and has to be killed. A key is in a nearby container and being a resourceful thief Wyrme snaffles it. The festhall cellars look identical to those in Trademeet and Wyrme soon has the doors open and a snare laid. This single trap defeats both Lady Garlena and her magely sidekick when they get hostile, and speaking to Claire leads to an audience with Golin. He suggests speaking to the Cowled Wizard in a nearby house. What a masterplan.
After selling off the festhall loot and getting Gina + brother onto a ship Wyrme sneaks into the home of Perth the Adept. He proves very adept at returning from a maze snare onto a normal snare and a spike trap. His book of infinite spells has one page turned before Wyrme decides Wyvern call is better than risking Burning Hands. With Kitthix, the Berserk Warrior, the Efreeti and the Golem Manual the number of Wyrmlets is increasing nicely.
Wyrme makes her way into the Spellhold Asylum and tells the coordinator cum Irenicus that she has come for the bag of looting Imoen. After a quick tour of the facility
- Dili is a rapid shapeshifter, taking many forms including that of Wyrme
- Wanev wants Wyrme to take memos, a glance at the code reveals My pantaloons are full of weasels. Inform the Queen, so that she might shoo them away. Here we go 'round the mulberry bush. Go monkey GO! but another dozen or so attempts fail to reveal a more concealed memo (on their importance)
- Naljier Skal hands over a few pretty gems
- Aphril shows Wyrme a pair of demonic forms
- Tiax manages to shrink his britches, briefly delaying his ascension to rule
- Dradeel hands over a recipe before failing to escape
the coordinator reveals himself as Irenicus and removes Wyrmes Bhaalspawn abilities before handing her over to Bodhi.
Bodhi suggests a game of cat and mouse to which Wyrme agrees (silently thinking she is the cat here). After clearing the first area of this game Wyrme moves on to the second. By now she has her bag of holding so is busy stashing equipment in every container she has.
In the second area a reality check is finally obtained - Wyrme using gaxx invisibility against one group of umber hulks while a very rare potion of invisibility is glugged at 18hp against the last of a second group. More undead including a lich are cut down before Wyrme stakes Dace firmly into his coffin.
When Bodhi eventually makes her reappearance Wyrme has taken some boots of speed from a vending machine and reached level 30. Opening the exit to the maze grants her level 31 and she girds herself to leave for whatever lies next.
Gate70 said...
(edwin mode: and curse those vampiric wraiths preventing me from finding a missile quiver)
@Gate70 You do realize that you can use a protection from undead scroll if you really want the ammo belt? Just put on the protection and run in and out.
Wyrme has set off from Candlekeep once more.
Some time later Wyrme returned with a scroll of protection from undead and the Watchers Keep ward. The wraiths inside quickly demonstrated they were not classified as undead and Sister Garlena collected another 500gp.
Edit: Although...
I tried just now with an earlier save and the wraith attacked once and then stopped. That may be due to me visiting earlier, and in the run I expect I took one hit and ran without hanging around to see if it continued. Another one to remember for the future, thanks.
You see the same thing happening in ToB if you use a PfU scroll before walking up to the Master Wraith - the undead there will start attacking immediately the conversation finishes before realizing that they're not supposed to be able to see you (I presume this is another of the things the game just checks for once a round).
Wyrme has used most of her weekend up but a final session can always be squeezed in.
After completing the Spellhold trials she is released, and uses summons to antagonise Irenicus into leaving. Then she grabs a pirate horn and escapes Brynnlaw on a ship. Two boardings are more than the ship can take and it is lost, with Wyrme ending up in the City of Caverns which rapidly required a new king and prince.
Wyrme lowered herself into the Underdark, killing a kuo-toa prince and a beholder elder orb before making a disguised entrance to the drow city of Ust Natha. Next time out of the city she hears her snares activate but only the cleric of an adventuring party is killed. Wyrme moves to deal with the survivors and picks them off one by one - detect illusion working three times on Damien to prevent him from trying any nasty little backstabs.
A lack of attention to dialogue in Ust Natha saw Wyrme fail to spare Solaufein (correct first option then chose top second option without reading it so he turned hostile) and this meant she had to hand the real dragon eggs over to Phaere. As the matron mother spoke to a summoned lesser demon lord Wyrme attacked Phaere. The lesser demon lord killed the matron mother and after another conversation Wyrme refused to let the still-alive Phaere hand over the eggs.
Wyrme only took one more hit to kill Phaere, and then found her +4 weapons could not damage the lesser demon lord. Fortunately for her the door could open so she ran outside, dragged the drow guards away and returned to find the lesser demon lord could not squeeze through the door. A combination of maze snares followed by spike traps worked and Wyrme hid and left.
She dropped the eggs in Adalon's lair and attacked - with seven snares killing the silver dragon immediately. This felt a bit cheaty but silver dragon blood was enough reward.
After sneaking out of the Underdark Wyrme did enough to convince Elhan and his elven compatriots of her innocence and left them having obtained some stakes and holy water. She decided to return to her guild and pay any fees before seeking out Fael in Umar Hills.
Having reached Fael he inspects the dragon blood and declares it satisfactory but where is the human flesh. Wyrme realises she has not picked it up from her Promenade cache, so back she goes. May as well pay another guild fee while in the city again...
A few days later Fael agrees to complete the human flesh with the silver dragon blood but says it will take four days. After three days of resting Wyrme becomes aware her guild fees are again due. So back she goes, pays up, and returns to Fael. He hands over the armour then declares Wyrme as an imposter and attacks.
Neither he nor his mages have bothered to check for snares and they all die instantly. Wyrme picks up their gear, identifies it and sells it. Then she equips the human flesh armour and adds the ring of earth control in place of the unusable ring of protection +2. The net result is a loss of 1 in AC due to the rings, but +2 saving throws and +20% magic resistance (plus +3 worse modifiers for missile, piercing and +2 for slashing so not a good swap for straightforward combat).
Then it's time for a shopping spree (having purchased the Firetooth +3 dagger, Staff of Earth and Rod of Smiting in the underdark). The ninjato of the Scarlet Brotherhood +3 is equipped, reflection shield +1 and Vhailor's Helmet are bagged. Wyrme moves on to a guarded compound in the Temple district and bids for a lesson from Sion and Ketta. They say to come upstairs and leave.
Wyrme realises the downstairs will fill with various creatures so lays a few snares. One of the enemies is a glabrezu so Wyrme keeps her distance and shoots enemies rather than risk a sub 90 hit point power word stun. She adds an occasional melee attack when the glabrezu is out of touch and when only it remains she drags it onto pre-laid snares. It waltzes over the snares without triggering them so Wyrme thinks they are wasted until the efreeti reappears and dies on one.
Wyrme fishes out her crimson dart (writeup realisation, firetooth dagger would have been better) and slowly kills the glabrezu. Then she lays snares leading to the stairs so she can have a covered retreat from upstairs if required. Then she hides, activates her detection skills and goes upstairs.
She can see Sion, but remains still and sure enough there are two snares. Those are both removed and she still has time to deliver a backstab on Sion. He's still alive but Wyrme isn't hanging around and goes down the stairs again.
Koshi follows and is snared. On the second visit Stalman is backstabbed and also survived. Maferan and Olaf follow so Wyrme thinks they will get a snare but Sion arrives first and dies. Wyrme is unsure if Ketta has followed so leads Olaf and Maferan to the two spread out snares left from the glabrezu. They both die and Wyrme lays another snare at the stairs. No sign of Ketta so she must still be upstairs with Stalman. Another backstab on Stalman fails to kill him and all three of us go downstairs, with Ketta snaring herself to death.
Just Stalman then. After another backstab he is still alive and only now does Wyrme realise (read) that her ninjato is unsuitable for backstabbing (which should have been obvious as it was a monk-only weapon and each failed attack said so in the combat log if I'd bothered to read it). So she switches to Celestial Fury +3 as a change from Usuno's Blade +4 and drops from 4 APR to 3 APR. Then she bags the offhand Belm scimitar and equips the ninjato. That should work.
Thought for the day.
After a few months trying I finally have a thief with the human flesh armour but her saving throws are already good enough without it and I may revert to non-magical armour plus the ring of protection +2. The AC3 bracers are something I've only ever used on mages but they seem to be even more suited to a solo thief.
Corethief XXX the halfling thief - final BG 1 update
Traveling with: Ajantis, Khalid, Branwen, Coran, Imoen (level 5 thief dualed to mage)
The party made rapid progress through the city of Baldur's Gate quests. Most encounters were pretty easy. A buffed up Khalid took down the entire party at the 5th floor of the Iron Throne HQ. As usual, we did a little bit of Durlag's tower, mostly the stuff on the way to getting the wisdom tome, such as the basilisks.
Very little was done at Candlekeep, mostly killing Shistal, getting blamed for killing the Iron Throne leaders (we were innocent), and clearing out the Crypts. Imoen needed to use a thieving potion to open the crypts, but I planned for that. Her traps was 100 so covered there. A buffed up Khalid took down Prat's party. Ajantis and Khalid also cleared out the spiders, and the basilisks.
We had 4 snares for Slythe, so unsurprisingly he didn't last long. Duchal Palace was very fast. By the time Imoen cast her first spell (Slow), only one doppleganger was even left alive. Making our way through the thieve's maze was simple enough.
For the Iron Throne party in the Undercity, first distracted them with a few summons - Corethief XXX pointed to the way for the summons while he was in the shadows. Then the entire party advanced in a skirmish line, with 4 characters armed with arrows of detonation. This overwhelmed the defenders. We took out the skeleton warriors who were nearby, which got Corethief XXX level 9.
Time for the big show down! Or not...while in Branwen's inventory I got the rather infamous "death bug" - where the PC mysteriously dies - I knew it was the bug from the black portraits. I had just finished most of my buffing, so had to do it again. However, this time Coran pulled Sarevok and Semaj - the party mowed down both of the enemies so fast, I couldn't take a screenshot. Oh well.
I did get into one potential mess - Marek managed to both confuse Corethief XXX and also fire a lightning bolt that did a lot of damage to the party. However, no one died, and the party quickly surrounded Corethief XXX so he wouldn't kill any commoners - that worked.
Corethief XXX moves onto Amn - pretty sure want Yoshimo, but other than haven't decided. Will play it by ear.
Gate70 said...
(edwin mode: and curse those vampiric wraiths preventing me from finding a missile quiver)
@Gate70 You do realize that you can use a protection from undead scroll if you really want the ammo belt? Just put on the protection and run in and out.
Where is this quiver. Presumably somewhere that I don't usually visit.
EDIT
Ignore that. I've just realised that it is Watcher's Keep. There's quite a lot of useful stuff there even at the top.
You don't have to fight everything to get it either.
The bandits proved to be no challenge for my party
We therefore proceded to go in search of Mutamin. Web and silence rendered him helpless.
After that Durlag's Tower was relatively easy. Even the battle horrors were no problem as we used absorb health to finish them off. We even killed Kirinhale.
We realised that we had insufficient potions of mirrored eyes and so left the rest of Durlag's for later.
We afterwards realised that we could have used spells rather than potions for protection.
Gate70 said...
(edwin mode: and curse those vampiric wraiths preventing me from finding a missile quiver)
@Gate70 You do realize that you can use a protection from undead scroll if you really want the ammo belt? Just put on the protection and run in and out.
Where is this quiver. Presumably somewhere that I don't usually visit.
EDIT
Ignore that. I've just realised that it is Watcher's Keep. There's quite a lot of useful stuff there even at the top.
You don't have to fight everything to get it either.
It's not that I'm unfond of SoD. Rather, I would need to go through it dozens of times before I can figure out how to successfully reload it. Although I am unfond of the fact that many encounters you need to use fireballs to be successful. Also, Grond0, who has done it many times, still routinely dies in SoD. What I need to do is a SoD WITH reloads, until I figure out what I need to do for all encounters. But just haven't done that yet.
In the forest we helped some hunters before realising that it was time for some sleep.
We then wended our way through Cloakwood finding a decent sword for Dorn on the way. We didn't take the body back to his brother in case he wanted the sword back too.
In our backpacks we have four wyvern tails. I wonder how much they will sell for.
Having arrived at the Cloakwood Mines we had quite a battle but we were well enough prepared for it.
Dynaheir had already memorised a spell to open the lock at the bottom of the mine. Afterwards we went to deliver a wyvern's tail to the temple and a couple of bandits' scalps to Officer Vai.
We then headed for Baldur's Gate where we were attacked by Simmeon and Dorn was killed.
I responded by killing Simmeon.
In the ensuing conflict I was charmed and I fully expected to die as a result.
My colleagues however won the battle and then fled giving me a chance to recover from the charm.
We then rested at an inn, found a tome to improve my dexterity and then went to a temple to raise Dorn,
So far he hasn't mentioned his death.
We deemed in expedient to have Dorn raised at a Temple of Helm as Helm doesn't have the issues with Blackguards that some gods have. He is of course pleased that Dorn is at least lawful.
Wyrme has rearranged her equipment slightly, but may revert back at a later point. She has also got Cromwell to forge the shortbow of Gesen.
Her next task is to deal with the Planar Sphere. Using Celestial Fury in her main hand means survivors of opening backstabs have to save against being stunned and the halflings in the sphere are used to experiment with this.
Snares are used to simplify combat against Tabitha's gang and then speed up combat against an adamantite golem, but Wyrme is determined not to rest too often inside the sphere. After defeating Lavok she uses more snares to kill a demon and obtain it's heart, and only then rests for her first and what turns out to be her only rest.
Tolgerias might not be much of a danger to Wyrme as he is to many characters but she still cautiously uses snares to kill him and once that is done she stuns his sidekick twice. Then she ignores the fire chamber room and opts to kill off the inhabitants of the cold chamber room. She sneaks around the engine room to feed the demon heart to the machine and sneaks out without antagonising the golems that have turned up. Then she carries Lavok outside.
Gear at this point:
On to Windspear Hills where an initial defeat of monsters turns into the slaying of knights. Wyrme makes up for this by stunning Chieftain Digdag and then using the shield of reflection against a group of orc archers. They tire of shooting before they die so Wyrme switches back to melee against them.
A group of vampires survive a Daystar Sunray and while Wyrme initially melees them she is soon forced into run hide snare but is below 20hp on one occasion. Samia's plan for Wyrme to do her dirty work fails when her ambush takes place in a snared room, and Wyrme has to have a few attempts at backstabbing greater werewolves before retreating to rest and using snares instead or as well.
Wyrme pushed on, not waiting for the ring of Gaxx to entirely heal her and relying on Celestial Fury to stun enemies - running when this didn't happen.
On reaching Tazok he called for Chieftain Digdag - he's not coming and oh mind the stun.
Conster stood on more snares than he could handle, while Firkraag found septuple spikes a touch too much.
Wyrme paid another set of guild dues and had a last look around the city - that will be the Twisted Rune. She laid a couple of snares for Shangalar, equipped the Shield of Balduran, laid a snare for Vaxall and raced back after speaking to Shangalar.
She might not have used her scroll of protection from undead in time but this was a moot point as Shangalar failed to survive his snares. Revanak and Vaxall attacked, the former using a non lethal weapon for some reason and the latter managing to charm and death ray itself.
Shyressa survived a Daystar backstab and three follow up hits but not a fourth. This had given Layene time to spot Wyrme but by the time her Time Stop was cast Wyrme had got herself out of visual range.
Wyrme then moved near to Layene so the Firestorm cast there, and then retreated to lay a snare. She hid to search out a backstab but the snare worked.
Well, that was everything (that Wyrme could think of). A saunter over to the Graveyard saw Bodhi make another appearance but she vanished and left Wyrme to the mercy of another group of vampires. They all split up which allowed Wyrme plenty of opportunity to backstab and snare them.
This created a clear path into the vampire nest and Wyrme used a Daystar Sunray to clear out the largest gathering of snappy undead and backstabbed any stragglers. A vampire guard survived his backstab and managed to cast a stoneskin but Daystar's magic damage appeared to bypass this defence.
The way to Bodhi had a couple of traps to remove, and then Wyrme went for a backstab on Bodhi, retreated into a snare and killed Bodhi in melee.
Wyrme then retreated into more snares, killing two of the last three enemies and allowing a hide for the subsequent backstab. A quick check of the area granted Wyrme the chance to stake Bodhi and release her grip on undeath.
Right, now back to Elhan - only to find a Wyrme ambush with several imposters of her. A fireball and several acid arrows erupt but Wyrme has distanced herself and mazes them. They will reappear on spike traps - or at least one does. A second arrives just as another snare is about to be set so Wyrme ends up fighting the rest for a difference.
Suldanessellar
Wyrme lays a spike trap, moves to the next platform and fails to lay another trap as an adamatite golem hoves into view. She retreats and the snare does 74 damage. The golem hits her for 35 but she kills it with 3 + 2 + 3 melee hits. Wyrme instantly lays another snare as a second golem had been observed behind the first. By the time she kills two trolls and two golems the trap has claimed another golem.
The rest of Suldanessellar is completed in much the same way. Maze, spike and backstab a balor. Stunning golems. Snaring and stunning rakshasa, maharaja and anything remotely tigerform.
The black dragon is not immune to maze, nor to spike traps. Wyrme has collected all she needs so summons the avatar of Rillifane after killing the group surrounding the summoning table.
With the avatar present Wyrme is free to visit the tree of life, quickly finding and killing three parasites and observing as Irenicus immediately dies to a group of snares. Hahaha.
Wyrme is not amused to find herself in the hells. She quickly grabs four tears (not destroy the dragon, not give up her dexterity, not take a cloak to protect against fear, not take the Blackrazor sword) and uses them before facing wraith Sarevok and opting for some Slayerific vengeance. After using the fifth tear of Bhaal Wyrme is facing the slayer Irenicus and two balors plus two glabrezu. She is careful not to drag the minions into her southern group of snares and instead uses a maze snare on all four. As the lays another snare the Irenicus Slayer has teleported and a few seconds later he must have teleported again as Wyrme is dragged towards him to observe his death.
After a ceremony held be Ellisime Wyrme finds herself in a grove with the spirits of the forests.
Having completed most of the quests in Baldur's Gate, I realised that I had missed a golden opportunity when Dorn was dead. I could have raised my reputation to the maximum, gone on a shopping spree and after killing someone to lower my reputation again, I could then have raised Dorn.
[I presume that would have worked?]
As it was I raised our reputation and caused it to drop again without doing the shopping. Reputation is not currently too bad, at 16 I am at least popular but I could have done a lot of shopping when I was heroic.
Dynaheir knows all the spells currently available and has a fine selection of wands even if they don't have a lot of charges.
It is perhaps time to go in search of more treasure before visiting Duke Eltan with the news that the Iron Throne leaders are at Candlekeep. Ankheg and sirine killing seems a good idea at present and perhaps visiting Shoal.
Korgan slammed his tankard of Bitter Black Ale down on the countertop at Delosar’s Inn. No one knew how many he had consumed, at least double, if not triple, anyone else. “I’d just as soon stay here or over at that Crooked Crane than that place the guild lady gave us. Yeah, there’s pools filled with blood but what about those who just want a swig of some strong Dwarven Ale?” He wiped his braided beard and cupped his chin in his large hand thoughtfully. “Now that I could do,” he nodded approvingly at his brilliant idea. “What’ya thinking Lord? Think yer lady friend there would fill one of those pools with ale? What is she anyway? Kinda looks like a Drow but I ain’t never heard of no Drow livin’ in a cemetery.”
A few nights earlier Angmar took service for Bodhi, a shadowy figure who controls one of two rival guilds, the other being the Thieves Guild. Bodhi’s artisans appear to be vampires judging from their attacks on rogues in the dark hours, never during daylight. At Bodhi’s bequest Lord Angmar intercepted a cargo shipment in the Athkatla Docks District, then assassinated a nobleman in the Government District. Up next, assassinate the head of the Thieves Guild, Arin Linvail. To do that first required killing his original contact in that guild, Gaelen Bayle. This secured the key required to get to Linvail.
Getting to this point required assembling strong support around him. He did his diligence and shook up the cast around him. Sometimes he just let them go, other times he decided they were not worth raising from the dead after a skirmish. Whatever the reason, he has a feel for it. Gone were the Sorcerer, Adrian, the Drow Fighter, Yasraena, the Blademaster, Cailin, and the Bounty Hunter, Yoshimo. His chief lieutenants are Pai’Na, a TN Half-Drow Hivemaster, Minyae, a NE Elven Enchantress, and Korgan, a NE Dwarven Battlerager. Hexxat, a NE Vampiress, provides rogue skills par excellence but she is not held in the same esteem as his lieutenants. Tyris Flare rounded out his entourage, a Fighter/Mage of sorts, who had fire-based spells only. Like Hexxat, Angmar did not value Tyris highly, and was pleasantly surprised when Tyris was chunked by a Kara-Tur Mercenary because it provided an opportunity when he rescued Viconia DeVir from a mob of fanatics. Viconia, a Night Cloak of Shar, completes his current retinue.
Angmar’s journeys took him initially to the Umar Hills to capture – or kill - a Bounty Hunter on behalf of a Cowled Wizard. He got his man and then went about destroying a Shade Lord nearby in the Temple Ruins of the dead god Amuanator, leaving only a Shadow Dragon alive. After a return to Athkatla, he gained the title Lord Angmar by destroyed occupying Trolls in the De’Arnise Keep, east of Athkatla. In thanks, and for her own protection from a forced marriage, the noblewoman made him Lord of the keep, giving him its lands, and the title he relishes - and expects to be addressed by. Quick to anger and long to forget, Lord Angmar means to settle slights, demonstrated recently when he returned to slaughter an adventuring party at The Den of the Seven Vales three months after they insulted him when he was in no position to respond. A second mercenary band faced a similar fate for threats made at Delosar’s Inn.
HEXXAT'S SHROUD OF THE UNPROVED QUEST
Lord Angmar’s relationship with the Temple of Talos is exemplary. He and Mistress Ada, the Chief Priestess and a Stormcaller of Talos, have a cordial professional relationship, one having taken the Clerical route, the other the Martial way, but both serving their great Storm Lord. Where she can, Angmar receives services at a minimum of expense, and Ada has a Black Guard and his formidable entourage at her beck and call. Angmar destroyed the Cult of the Eyeless and its Unseeing Eye, a massive Beholder, that were operating just under the Temple District. Destruction of the Cult assuaged the risk of losing Talos’ converts and Ada rewarded Lord Angmar with a powerful Mace +1, Ardulia’s Fall, and an honored place in the Temple where he dines at her right hand when he worships there. The invitation to reciprocate at De’Arnise Keep when her duties allow stands. The two have discussed expanding the reach of Talos to De’Arnise Keep. Ada is expected to visit in the near future after she selects suitable clergy to set up a Temple in the chapel where Golems had been when he first assaulted. In turn, Lord Angmar, as a Lord, has attracted a company of 20 Level 1 Light Calvary, (Ring Mail and Shield, Javelins and Long Sword); and a company of 100 Level 1 Heavy Infantry (Scale Mail, Pole Army, Club). The are led by a Fighter, Level 5, Plate Mail and Shield, +2 Battle Axe). All will be part of the Storm Lord’s new power base in Amn between Athkatla and De’Arnise. The dungeon is being repaired for future use and the large vault converted into barracks for the two companies of men-at-arms. For the time being the Majordomo and the current guard remain. (The noblewoman, Nalia, is particularly vocal about her Lord’s treating a former maid, Chanelle, as if she were nobility).
In the meantime, Lord Angmar and his immediate retainers have a Shadow Thief to assassinate.
PARTY INFORMATION
ORDER OF MARCH:
Korgan (melee)
Pai’Na (nature magic and melee)
Viconiia (divine magic and melee)
Hexxat (rogue support)
Angmar
Minyae (arcane magic)
PARTY MAKEUP: (Reputation: 4 – Despised - -2 Viconia)
Angmar: CE Paladin (Black Guard of Talos)/Lvl 11 (HP 98); Armor: Plate Mail, Gauntlet’s (Sembian Spellbreakers), Dragons Helm, Girdle of Bluntness (Destroyer of the Hills), Periapt of Life Protection +3, Ring of Protection +1 (Ring of the Princes), ; Weapons: Flail of the Ages +3 (Acid, Cold, Fire); Spear +2 (Spear of the Unicorn); (Spear**, Flail**, Two-Handed Sword*, Two-Handed Weapon Style**); Items: Boots of the West; Special Abilities: Absorb Health, Aura of Despair, Call Lightning, Cause Affliction (2), Divine Wrath (2), Drain Life (2), Poison Weapon (2), Lightning Bolt, Shocking Grasp; High-Level Abilities: None; Skills: None; Spells: Draw on Holy Might, Command, Doom
Korgan: NE Dwarven Fighter (Battlerager)/Lvl 11 (HP 127); Armor: Full Plate Mail, Small Shield +2; Cloak of Protection +2 (Spirit’s Shield), Helm of Charm Protection; Weapons: Battle Axe +3 (Stonefire), Throwing Axe, Warhammer +3 (Dwarven Thrower), Halberd +3 (Dragon’s Bane) (Axe*****, Single Weapon Style***); Items: None; Special Abilities: Enrage (4); High-Level Abilities: None; Skills: None; Spells: None
Pai-Na: TN Half-Drow Druid (Hivemaster)/Lvl 13 (HP 81); Armor: Protector of the Second +2; Buckler +3, Necklace of Form Stability; Weapons: Club +3 (Blackblood), Quarterstaff +2 (Staff of the Earth), Cloak of the Stars, (Club*, Dart*, Scimitar*, Quarterstaff*, Two-Handed Weapon Style*); Items: Black Spider Figurine, Ring (Widow’s Kiss); Special Abilities: Poison Weapons (2), Shapeshift: Huge Spider, Shapeshift: Sword Spider; High-Level Abilities: None; Skills: None; Spells: Conjure Fire Elemental D61, Insect Plage D51, Iron Skins D51, True Seeing D51, Cause Serious Wounds CD41, Cure Serious Wounds CD41, Defensive Harmony CD41, Cure Disease CD31, Chant C21*, Web ME21*, Barkskin CD21, Armor of Faith (2) CD11, Bless CD11, Spider Spawn MC4*, Dispel Magic CD32, Invisibility Purge CD32, Summon Instects D32, Rigid Thinking CD32, Charm Person/Mammal D22, Flame Blade CD22, Slow Poison CD22, Entangle D12 (2), Doom CD12, Delorous Decay D63, Call Lightning D33, Hold Animal D33, Resist Fire/Cold CD23, Cure Light Wounds CD13, Call Woodland Beings D44, Fire Seeds D64, Goodberry D24, Shillelagh CD14, Beast Claw D2#, Faerie Fire CD1#, Legend: HM* Hive Master Special Access Spell, D## Special Access Druid Spell, CD## Unlisted Cleric/Druid Spell
Hexxat: NE Vampire Thief /Lvl 13 (HP 53); Armor: Studded Leather +2, Buckler +3; Weapons: Dagger +3/+5 vs Vampires (Silverblaze); (Club*, Dagger*, Short Sword*, Single-Weapon Style*); Items: Casque of Dragomir, Cloak of Dragomir, Cloak of Non-Detection (Whispers of Silence), Ring of Lock Picks, Rogue’s Cowl; Special Abilities: Blood Drain, Children of the Night, Set Snare (3), Domination; High-Level Abilities: None; Skills: OL 120, FT 95, PP 65, MS 88, HS 98, DI 70, ST 80, BS x5, Set Snare (3); Spells: None
Viconia: NE Cleric/Nightcloak of Shar Lvl 12 (HP 64); Armor: Bracers of Defense AC4, Medium Shield +2 (Shield of the Lost), Ring of Protection +1 (Ring of the Princes); Weapons:; Flail +2 (Club*, Flail*, Mace/Morning Star*, Warhammer*, Sword and Shield Style*); Items: None; Special Abilities: Darkness (6), Blindness, Nightmare; High-Level Abilities: None; Spells: Bolt of Glory C61, False Dawn C61, True Seeing CD51, Greater Command C51, Free Action C41, Lesser Restoration C41, Animate Dead C31, Unholy Blight C31, Zone of Sweet Air C31, Barkskin CD21, Chant C21 (2), Call on Holy Might C21, Armor of Faith CD12, Bless CD12, Command C11 (2), Mental Domination C42, Remove Curse C32, Remove Paralysis C32, Hold Person C22, Doom CD12, Magical Stone C12, Remove Fear C12 (2), Holy Power C43, Spiritual Hammer C23, Aid C23, Cure Light Wounds CD13, Sanctuary C13, Glyph of Warding C34
Minyae: NE Mage (Enchanter)/Lvl 12 (HP 33); Armor: Robe of the Evil Arch-Magi, Cloak of Displacement, Shield Amulet; Weapons: Dagger +3 (Jade Fang); Items: Cloak of Displacement, Ring of Djinni Summoning; Special Abilities: Scribe Scrolls; High-Level Abilities: None; Spells: Contingency 61, Invisible Stalker 61, Breach 51, Greater Malison E/C41, Spirit Armor 41, Haste 31, Slow 31, Spell Thrust 31, DominationE/C52, FeeblemindE/C52, Hold MonsterE/C52, ConfusionE/C42, Enchanted Weapon E/C42, Hold Person E/C32, Invisibility 21, Mirror Image 21,Ray of Enfeeblement (2) E/C2/2, Charm Person (2) E/C1/2, Identify 12,ChaosE/C53, Emotion HopelessnessE/C43, Dire Charm E/C33, Luck E/C2/3, Friends E/C1/4, Sleep E/C1/4
Legend: E/C## Enchantment/Charm Lvl#/Power Lvl
MOD USED In order of install): Ascension v2.0.14 (G3); Oversight v14.0 (G3); Imoen Is Stone v1-0 (G3); NPC Strongholds v8 (G3); BG2 Alternate Soundtrack v1 (G3); Wheels of Prophecy v8.3 (G3); Vampire Tales v105 (TBG); Plane Touched Races; Ajantis for BG2, v20 LG Paladin-Cavalier; Amber v5 CG Tiefling Fighter/Thief ; Angelo, CN Fighter/Mage v8; Auren Asaph NG Fighter v11; Beaurin Legacy NE Elven Enchanter/Thief v4; Calin NG BladeMaster v1.6; Evandra TN Elven Illusionist v2.2; Gavin for BG2 NG Cleric Lathander v23; Haldimir TN Elven Fighter v4; Sarah CG Ranger v6; Tyris Flare, NG Fighter/Mage v9; Affaq Genie v2.8 (SHS); Ashar Half-Orc v13 (G3); Adrian LE Half-Elven Sorcerer v5 (G3); Arath Druid v5 (G3); Fade CN FTiefling (half Demon, half Elf) Thief v5.6 (G3); Isra LG Cavalier of Sune v3.4 (G3); Iylos, LG Monk v2.7 9G3); Ninde NE Necromancer v3.0 (G3); Nephele, Halfling Cleric of Yolanda v2.6 (G3); Pai-Na (G3); TN Half-Drow Hivemaster Druid (G3); Sirine, LG Paladin, Martyr of Ilmater (G3); Tashia, Elven Sorceress v1.4 (G3); Xulaye Drow v2.0 (G3); Yikari Monk v1.7 (G3); Kelsey, NG Sorcerer v6 (PPG); Keto NG Bard v6 (PPG); Tsujatha Mealeor NE Elf Mage v15 (TBG); Saerileth, LG Paladin (Tyr) v19.7 (TBG) Yasraena, CG Drow Fighter (TBG) v16; Faren TN Fighter-Thief (last NPC because of crossmod content – SHS); Infinity Collection Portrait Pack v1 (G3); Crossmod Banter Pack v19 (G3); NPC Tweaks v7 (G3); NPC Kitpack v5 (G3); NPC Strongholds v8 (G3); Romantic Encounters BG2 v15 (G3); Yoshimo’s Remorse v2.0 (G3); D’Arnise Romance v7 (PPG); Distinguishable Clubs v1.1 (SHS) (wouldn’t install); Wizard Slayer Rebalancing v114 (SHS); Faerunian Monastic Orders (BDF); Geomantic Sorcerer v7 (G3); I hate Undead Kitpack (G3; Song and Silence v10 (G3); Sword and Fist (G3); Rogue Rebalancing (SHS); Deities of Faerun v1.9.7.7 (G3); Divine Remix (G3); BG2 Unfinished Business v27 (PPG); BG2 Fixpack v13 (G3); P&P Celestials v7 (G3); Item Randomizer v6 (G3); Sword Coast Stratagems v33 (G3); Tweaks Anthology (G3); aTweaks (SHS)
@Gate70 best of luck with Wyrme in ToB, bounty hunters are awesome! @Corey_Russell, congratulations on yet another success story!
After many gameless months I've been thoroughly enjoying BG3 Early Access with a Gold Dwarf Priestess of Moradin, which made me feel like returning to that other priest of mine: Eyulf the LE Priest of Helm, who totally believes himself to be a paragon of duty and justice and good, but whose questionable judgment and rigidity make him more of an evil tyrant.
We flooded the Cloakwood mines, hoping it would prove a devastating blow to that abominable Iron Throne, and traveled to Baldur's Gate to deal with any remaining threats. However when we arrived we soon learned that the city needed us not just to deal with the Iron Throne. Crime and corruption were rampant. We were forced to slay an evil wizard for example, Ramazith, who had sought to dissect a living nymph. He controlled the mind of Imoen, a capable spy, with a Chaos spell but was no match for our martial force when we came to her rescue.
It was my impression that mages in particular were prone to corruption in the city. Besides Ramazith, we were forced to slay sinful arcanists such as the pedophile Gervisse who became aggressive as soon as he was found out, a treacherous wizard named Degrodel, who paid us for the retrieval of the Helm of Balduran with a batch of hostile constructs,
and a rogue mage by the name of Marek, who had poisoned us as part of some shady deal with the Iron Throne. To be fair to the arcane profession, Marek had not worked alone but with a corrupt thief by the name of Lothander. The latter had tricked us into removing a geas in exchange for the antidote against Marek's poison. But once cured, instead of giving us the antidote or helping us against Marek, this Lothander handed us a useless murky potion and then tried to make off and leave us to die. Little did he know that he was the one to die for such deceitful practices and for his flagrant omission of his duty of care to us.
On a more positive note, I was pleased to find a Temple of Helm, a bastion of order in the decadent city. There we helped Dauron, a fallen paladin, on his path to redemption. He had been tricked by a fiend into slaying a young girl whose body it had occupied, admittedly not the smartest move. Rumor had it that the fiend was still making victims up north, so we encouraged Dauron to seek atonement by putting the fiend to justice, much to Brage's satisfaction.
The naive knight made me think of Ajantis, the fellow Helmite who had always resisted accepting me as a comrade in arms. I wondered how he had fared.
At the Iron Throne we faced a multitude of high ranking agents, a dangerous lot we softened up with a collective of fireballs before we finished them off one by one.
But their leaders eluded us. We learned from a particularly cowardly Iron Thone lackey that they were in Candlekeep. The Flaming Fist, one of the few upstanding institutions in the city, besides the temple of Helm, helped us gain access to my hometown with an expensive tome. We did not receive a warm welcome. We executed Iron Throne leaders Rieltar Anchev and Brunos Costak, as well as two Knights of the Shield agents who chose the wrong side.
I didn't expect us to be lauded and decorated for finally putting a stop to the Irone Throne's evil machinations, but I didn't expect us to end up in jail for it either, and sadly that's what happened. These men had been slavers and murderers, and we had plenty of evidence of that (including letters with direct orders from Rieltar and other executives).
What point is there to our laws if villains like Rieltar and his men can break them with impunity? And if those who stand up to uphold those laws when enforcement fails, are locked up for their good deeds? This experience hardened me. I had always thought the law of the land largely a reflection of Helmite philosophy of a society in which we look after each other, and in which we protect rather than exploit the weak and the vulnerable. But I shan't bend, I decided. If upholding those virtues gets me into trouble with the law, then so be it. Only Helm can judge me.
Comments
Journal of Brad the Black
After the ambush when Gorion was killed, I was again ambushed at the Friendly Arms Inn. That battle ended in my favour.
I found and returned Joia's ring after which I went to Beregost where I battled with Silke, poison being a decisive factor.
The same applied when I fought an ogre.
Due to my poisoning ability, the trek to Nashkel went very easily and once there I found some good armour, talked to Noober and turned down a reward from Oublek.
Further south I was attacked by Greywolf. The guards at the mine weakened him considerably, but it was absorb health that killed him.
Sadly Prism died shortly afterwards.
I took Samuel to the Friendly Arms Inn and continued northwards where I killed Sonner and returned Tenya's bowl.
I then killed a nearby ankheg.
I thought that the battle had gone amazingly well, but then AFTER the battle was over, it continued to do me harm.
Since I had won the battle against one ankheg, I decided that I might be able to clear the ankheg lair. In this I was correct, but I did have to rest quite a lot and from time to time my rest was interrupted by an ankheg.
However, despite the problems I eventually reached level 5.
I then deemed it possible to fight two ankhegs. I was right.
Heading southwards for provisions, I had a battle with Zordral and the amazing Oopah. I had previously bought good equipment in Beregost, but I wanted some scrolls from the carnival.
I decided that it was time to pick up a party and started with Xzar and Montaron. Montaron is an excellent pickpocket and found some much appreciated items both in Beregost and Ulgoth's Beard which is where I left them.
Heading south I was again ambushed, but upon this occasion another Blackguard calle Dorn helped me.
I deemed it only proper to help him in his quest for vengeance against his former colleagues.
We then headed back to Beregost where I lost 9 reputation points by killing Firebead. However it gave me sufficient experience to level up to 6. I then returned the Colquetle Amulet.
Since both of us had access to poison, killing Zorgal and Bassilus was easy.
I met Safana near a lighthouse and agreed to help her in finding loot. However, to deal with some sirenes I deemed it necessary to first pick up a mage.
By the time I had done so Safana was complaining so we quickly returned.
We got embroiled in a battle with some sirine which did not go well as Dynaheirs script got her too close to them and she died.
Not wanting Safana to leave I decided to send her on ahead as a scout.
She sneaked past the sirine without incident due to them not being hostile.
She then disabled a trap and was sneaking past a golem when she stupidly threw a dart at it alerting it to her presence.
She quickly put her darts in her backpack and headed to the entrance where she was able to hide.
The golem had followed her but had stopped and she was able to sneak past it.
She was then able to look for other traps at her leisure since the golem was out of sight.
She found one and disabled it before hiding again.
She then went to the treasure but was unable to reach it as a bat was blocking the way!
[As if a bat COULD block the way. Even the fruit bats that hung from the wires in Kathmandu weren't big enough to do that!]
She retreated until she could see the bat, but not the golem and then killed it with some darts.
She put the darts back in her pack and hid.
She then looted the treasure and departed as fast as she could, hiding once she was out of sight of the golem.
She then sneaked pat the sirine and rejoined the party.
Afterwards I thought that it couldn't have worked out better if I had planned it!
I went looking for and found some boots for Safana.
EDIT
Branwen joined us and we killed a few half-ogres for Bjornin. hafiz gave us a scroll and we are now thinking of taking on those demons in the mines. Our reputation is now 12.
She had a few mishaps not usually encountered, typically by selecting the wrong dialogue options. An example of this was making Hafiz hostile led to being subjected to a spell and not being given a scroll of protection from magic (1, 1, 2 chosen for some reason rather than 1, 1, 3).
Also some forgotten tasks which she had intended doing. Poor Duke Eltan would have to remain under the care of Rashad, while Tamoko would not make an appearance outside the temple of Bhaal.
Also, Wyrme failed to lay enough snares to deal with Silke. After this slight setback she stealthed back to finish the job with a quarterstaff. After getting experience and items she decided to speed up her usual method of dealing with basilisks atop Durlags Tower. Instead of snaring them to death she resorted to a single potion of mirrored eyes and backstabs - the three greater basilisks all perishing within one turn (60 seconds). Wyrme checked her gear after eliminating Rahvin and his gang, even making sure she unbagged Koveras' ring for what laid ahead. Then she went to deal with Sarevok and used darkened corners of the temple to defeat him.
BGII:EE
Wyrme grabbed her gear and after freeing Imoen, Jaheira and Minsc she found her own way out of the initial area of Irenicus' chateau. A second level was carefully cleared, and then Wyrme moves on to restore the circus tent from a gnomish illusion.
By this time Wyrme was settling into her groove and carefully picking the tasks she felt comfortable with. Watcher's Keep was the exception to this as Wyrme found a pair of Vampiric Wraiths waiting inside. She escaped with her life and obtained restoration from Sister Garlena.
Lesser Wiser thieves would flee, but Wyrme tried to enter twice more and each time was rebuffed by the wraiths. This would have to wait as Sister Garlena and her 500gp restorations were the only winners here.
Some time later Wyrme returned with a scroll of protection from undead. After using it she realised she had stored the Watchers Keep ward in the Promenade, so that scroll was wasted.
Some time later Wyrme returned with a scroll of protection from undead and the Watchers Keep ward. The wraiths inside quickly demonstrated they were not classified as undead and Sister Garlena collected another 500gp.
So Wyrme vowed to come back even later, say when wearing the amulet of power once she found a way to use any item.
In the meantime she decided to oust Mae'Var. That is duly done but at some point before that she had sufficient funds to meet with Bodhi and be given a guild to guild brush-off. Fine, Wyrme hadn't planned on joining her and had just chanced by the Graveyard district in search of headgear which she found in the area below.
As Wyrme was running her thieves guild she hung around town to complete a few weekly guild obligations - and muttering about why she can't pay in advance so she can travel outside the city with impunity.
She did find time to head to Trademeet and deal with the djinn there, but returned without visiting the druid grove. One of her thieving groups needed bailing out of jail so she took the opportunity to re-jig their tasks.
The Temple district sewers were cleaned out with Tarnor the Hatchetman and his gang receiving a number of backstabs. Mekrath's hideout was cleared too, and then Wyrme used another protection from undead scroll to deal with liches in the Temple, Bridge and City Gates areas. Then Kangaxx the lich was turned into a demi-lich and after many rounds of chasing the panicked demi-lich around she eventually defeated it.
Wyrme had also dealt with Rejiek Hidesman but not his rune assassins, and with Lassal the vampire plus deserting thieves. A check of her journal added further completed tasks (Sir Sarles, Lathander Dawn ring, handing in Neb's head, Wellyn's teddy bear, a new home for Risa the orphan, giving Xzar the bird, exchanging lady Elgea's whereabouts for some silver pantaloons, freeing Hendak and dealing with the slaver houseboat).
Which left the Planar Prison where Wyrme was injudiciously cautious and laid a few snares near the portal. Then she made the mistake of which summon to use - should have used Kitthix as it wouldn't have gone berserk and killed Raelis Shai.
Wyrme at least used Gaxx invisibility to avoid further fighting and while she could perhaps enter the prison there may be no return so she slunk away. At level 18 she needs to think of a few more ventures. This may result in relinqishing her guild as the repeated travel from outside the city will be difficult to manage in suitable time.
Traveling with: Ajantis, Khalid, Branwen, Xan, Imoen (dualed at level 5 thief to mage)
So it seems I can complete EE with MP parties - now to try it with the NPCs - here's the next lamb to the slaughter:
I have yet to get a thief success, so will give it another go!
We are about level 5 so far. Khalid died at the gnoll fortress, otherwise run has been pretty smooth so far.
With a party of Dorn, Dynaheir, Safana, and Branwen my party is moderately strong though not being able to see through illusions is and will remain a problem as I cannot envision any Inquisitor wanting to join a blackguard even if I were to become heroic again.
I don't think that there are any inquisitors or clerics of Helm in the unmodded BG1 game anyway. Perhaps one of those kits is a possibility for the future.)
We first went to kill the half-ogres that Bjornin warned us about and on the way we were assaulted by bandits.
We then delved into the depths of the nashkel Mines where we rescued Xan and killed Mulahey.
Upon leaving the mines we raided a couple of caves. We were badly hurt by a revenant though we were ultimately successful. We went to the Carnival to rest and then returned to the final cave and also Narcillicus.
We returned to the Carnival to rest again and then went to Nashkel to report our success.
We also killed Nimbul.
In Beregost we met Elminster who congratulated me on straddling the morality fence due to the fact that my reputation now stands at 14. Dynaheir on the other hand thinks that our group shows exceptional promise.
[ If it gets too high again, I can foresee the death of Oublek who has some emeralds in his possession.]
Gear first - she has purchased the staff of Rhynn +4 and bracers of defence AC3. The staff will help with attacks but the bracers are improving her armour class by 4 so should make a significant improvement.
Strategy second. When 'in too deep' it is imperative to escape quickly, and the Rune Assassins are both fast and can see through invisibility. Wyrme lays snares on the two upper floors of the tannery, unsure whether they would work against the assassins.
Final preparations. A rest, Draw Upon Holy Might and Gaxx haste is followed by slipping into the shadows and racing downstairs. One ghast is killed and then an assassin misses their initial strike but hits with a second. Wyrme is barely injured but with the second assassin about to join in the fray she retreats and draws one assassin plus the second ghast upstairs. The snares injure the assassin and as we head to the next staircase a later cluster of snares finish him. Wyrme casually batters the ghast, lays down more snares and returns downstairs for the remaining assassin.
The assassin is not stupid though and has obtained the assistance of a bone golem. Wyrme tries a hit or two and then heads upstairs to see what her snares can do. Plenty - leaving Wyrme free to apply a couple of hits to finish off the golem and inform Lt Aegisfield that he should go pick up the pieces. After paying another guild installment Wyrme travels to the Druid Grove and picks up a level plus some items there. She rests, wondering if her 30% in detect illusion will cause issues with the potion seller. All she has to do is defeat two groups of druids and some more trolls to find out.
The first group of druids are standing idle with no sign of trolls so Wyrme decides to drop out of the shadows by laying a snare - and the trolls instantly turn up to their regret. Once the trolls are finished off Wyrme kills the druids one by one. Kyland Lind takes no damage from two backstabs so Wyrme assume he has iron skins and uses arrows until he takes injury then lines up a third backstab. Kyland takes heavy damage but immediately vanishes so Wyrme trudges on.
She picks up a scimitar and uses her lore to read the inscription (Belm) before heading into the quaint cottage nearby. A quick conversation confirms Adratha can be talked with so Wyrme breaks her usual restraint and purchases 10 each of power, speed and stone form. These are bagged and may never be used but at least on Wyrmes deathbed she can now reflect how they could have helped.
A pair of spore colonies are next. The efreeti keeps them occupied as Kitthix successfully webs one and then the other. Wyrme only then moves in to backstab them in safety. A trio of druids outside the grove interior put up a good fight mainly due to several lightning strikes but Wyrme retreats back to where the spores were and Kitthix helps by poisoning a panther and two bears.
This leaves Wyrme free to tell Cernd about Faldorn, and she observes as he uses his lycanthropic form to kill Faldorn. As Wyrme returns to inform the mayor of Trademeet she becomes aware her thieves have returned to her guild which means the next weekly instalment will be due in another day or so. So she collects the reward and returns to pay her dues.
This means there are a couple of tasks left to complete in Trademeet (skin dancer and disputed family heirloom) next time she is at a loose end.
At her guildhall she rests seven times before the payment is due. Can she not leave a pile of cash on one of the tables in such a trustworthy building or get one of her guild members to learn from the de'Arnise Majordomo as to how matters should be run.
Since he claims to be a lich you can also kill him with no qualms of conscience. Of course since I'm playing a blackguard this time, he doesn't have those.
Reynald and a paladin are duly Otiluke'd while Anarg is separated from the rest. Two backstabs are more than enough for him and Wyrme patiently waits to deal with Reynald next but after an opening backstab she has to kill the fallen paladin with two normal hits. Reynald wasn't too badly wounded from snares or the backstab but two more seal his fate.
The three remaining paladins soak up ten more backstabs between them around the Balthis estate, and then Wyrme sells their armour before returning the cup to the Radiant Heart.
Trademeet beckons, and Wyrme answers. She uses a Daystar sunray to destroy all but one of the undead guardians and then picks up the mantle of Waukeen. She deals with Tiris, returns the mantle to the mayor and kills Rejiek Hidesman before using a restoration scroll on Raissa - all while sneaking under the nose of Rasaad without him noticing.
With matters at Trademeet all wrapped up Wyrme sets off once more, stopping by at the de'Arnise Hold. Nalia mentions trolls and Wyrme glumly looks at her remaining 8 arrows of fire. Captain Arat hands her another 20 and mentions there are more inside if Wyrme cares to look. Well, invite me in and ask me to loot the building - an offer Wyrme cannot refuse.
One troll and five minutes later Wyrme staggers outside to inform Nalia she will be back once she has raised funds for a proper campaign at her guild. Ah says Captain Arat are you a member of the Radiant Heart. Something like that responds Wyrme only not quite the same cachet. Keep an eye out for my return with a wheelbarrow (edwin mode: and curse those vampiric wraiths preventing me from finding a missile quiver)
Still, even this meagre hoard will pay for several weeks tithe to Renal Bloodscalp.
Wyrme's rumination of the day
Wyrme has prodded the human flesh from left and right, remaining uncertain why it wouldn't function even better if made from shorty flesh.
She exited lady Delcia's room and turned right, might as well clear the remainder of this area on the way out. Glaicus fell onto a special snare which prevented him from fighting the berserk warrior but on his removal from Otilukedom Kitthix webbed him for another easy kill. Wyrme collects the takings from her thieves and waits for the guild representative to turn up. Nine rests later, on day 64 hour 23 he arrives. A glance at Jariel who is managing the rogues indicates there is no point asking why they operate on a different timescale to the guild meaning Wyrme has to return twice, return once and wait or ignore the returning rogues and simply turning up when Renal's collector arrives. Whoever organised all this may be fine as a thief but any time and motion study would show improvements could be made. Perhaps Saemon Havarian will have ideas as to how the guild could be optimised. Wyrme is still muttering as she exits the building and the bad mood may well lead to losing control of the operation.
As she passes Renal's building she considers stepping inside to have the matter out with him but in her mind she can already hear the answer (having a guild is not meant to be easy. Give it up if you don't want to work hard at it and if you think that is difficult rest assured my job is even more demanding. I haven't been out of here in ooh 20 years and almost a month since the first of you ungrateful lot turned up)
Fair enough, knuckle down.
So back to the de'Arnise keep. Feed the umber hulks. Kill them - preferably without managing to get yourself boxed in like I did and the choice of Improved Haste worked rather than going invisible to haste. Lay some snares. My thieves have returned, Day 66 hour 1. So still about 3 days before my tax is due - this time I will wait. On to Tor'Gal.
Wyrmes first two groups of snares (1 + 2) are enough to deter him leaving two more groups (3 + 1, circled) in case they are needed for the two remaining trolls. After three fire arrows are used Wyrme switches to an acid arrow and Tor'Gal succumbs. His two giant trolls are killed without being drawn back to the snares and Wyrme loots the area of anything valuable. On checking her lore she can now identify her ring of protection +2 so only the amulet (power) and a pair of green scrolls are currently unidentified. On her way out she detours to a few containers she previously added magical ammunition to and adds that to now-unused inventory slots, and drops an ice troll that has appeared from somewhere.
All that is left to do is report back to Nalia, balefully advising all of value has been stripped from the place and that she might as well hand it over to that Roenall cad. Farewell sweet Nalia.
With that, Wyrme decided to return to the guild anyway and rested 12 more times then an unrequired 13th time on auto-pilot even as the guild contact appeared. Drat. Anyway, day 71 hour 11 now and perhaps time to venture to Umar Hills. There should be a few liches there by now.
Wyrme is level 21 as a bounty hunter, 135k away from level 22. Down to her last 73903 gold.
100hp. AC -6. THACO 2. Damage 13-18
@Gate70 You do realize that you can use a protection from undead scroll if you really want the ammo belt? Just put on the protection and run in and out.
Part 1
I've been playtesting a lot of IWD2:EE the past few weeks and we have a no-reload run to report on! After several failed runs of various types, this one is a party run on Insane mode. Say hello to our first 5 party members! First is Pearl, named after my new middle name, with a self-portrait I made in Photoshop a while ago. The resolution in these screenshots is lower than it actually is in-game; EE is not limited to super low resolutions. Druids have always been my favorite class in IWD2:EE, and since Pearl has high CHA, she can choose a special new EE-exclusive feat called Natural Spell that will let her cast spells even while shapeshifted! This is why her physical stats are so low; shapeshifting resets them.
One of the main high-level changes in IWD2:EE is that spellcasters no longer utterly outclass warriors and rogues. Clerics are still the best healers, but now warrior levels are MUCH more useful for tanking and damage output, which is why our primary attacker, Ruva, will be investing in fighter levels rather than just staying a single-classed cleric. With her level 1 racial enemy pick as Goblinoids, she'll get +4 to hit and damage against almost every enemy in the first couple chapters of the game, and she'll get free dual-wielding so long as she is in light armor.
Next up is Valos! Deep Gnomes remain excellent AC tanks, just like in vanilla IWD2, but the ECL system has been revamped: rather than being 3 levels behind at every stage of the game, she instead will get a 25% XP penalty. Valos will be taking Weapon Finesse to let her use her sky-high Dexterity bonus to attack with small blades, so her crummy STR won't hold her back too much.
Clerics are still great characters in EE despite being their attack power being nerfed (and good clerics can no longer cast Animate Dead, the best summoning spell in the game!), so we've got a single-classed cleric on hand, Rila Lira, who is a Lightfoot Halfling so her DEX bonus will increase the damage of her sling attacks! She takes Rapid Shot as her first feat pick, so she can one-shot goblins at 2 attacks per round right out of the gate.
Finally, we have a familiar face, Poppy, our sorcerer. She's just there to blow stuff up. The reason we currently only have 5 party members is because it lets us enter the first major boss fight at level 3 instead of level 2--we'll be adding our 6th party member later on.
The run gets off to a good start, with Ruva landing a critical hit on her first attack roll. She specializes in axes because axes deal triple damage on critical hits, and we'll be landing lots of critical hits when we start stacking luck bonuses on her. One of the new changes with EE is that armor and shields grant damage reduction equal to half their AC bonus (a nerfed version of a similar component from the ease of use mod). Leather armor is enough to negate damage from a lot of goblin attacks even when they land a hit.
But we're playing on Insane mode, and even goblins hit pretty hard on this difficulty. The goblin sappers hit very hard and very reliably, more than enough to get past the minimal damage reduction we get from leather armor. Fortunately, Pearl can conjure lots of Goodberries for us to heal up, and Poppy can decrease enemy pressure by tossing out Sleep spells. By doing all of the Targos side quests, we can hit level 3 before facing Phaen of the Rags. Phaen is pretty dangerous, with instant-hitting Larloch's Minor Drain spells, but as a level 3 druid, Pearl can cast Web, which forces Phaen to make a Concentration check to cast any spell as long as he's webbed. He fails a save shortly into combat. One of the cheeky tricks of EE is that, since each warrior class gives +2 Base Attack Bonus at level 1, you can actually take a level of fighter, a level of ranger, and a level of barbarian, and they will give a total BAB of +6, which is enough for a whole extra attack per round. Ruva actually strikes 3 times per round when dual-wielding, and her racial enemy bonuses let her absolutely butcher the otherwise-deadly worg rider Vghotan in the Palisade invasion. Ruva also has ranks in the Toughness feat, which grants more and more HP with each rank taken. In vanilla, Toughness only granted +3 HP, making it underwhelming even in the prologue. In EE, though, it lets Ruva crank her HP all the way up to 89, even though we don't have max HP on level up enabled. Once she gets all 5 ranks of Toughness, they'll give her an extra +100 HP put together, which will help her survive against Insane mode enemies (which get +9 to hit rolls as well as dealing double damage).
We snare Caballus, the goblin sorcerer, with an Entangle spell, a classic IWD2 staple. Thanks to Insane mode, he still hits really hard, but Ruva hits harder. Next up is Shaengarne Ford, where we'll be facing much harder-hitting orcs, and plenty of enemy shamans with Hold Person spells.
Apparently not
Edit: Although...
I tried just now with an earlier save and the wraith attacked once and then stopped. That may be due to me visiting earlier, and in the run I expect I took one hit and ran without hanging around to see if it continued. Another one to remember for the future, thanks.
Further investigation around Umar led to some temple ruins which were crawling with undead. Wyrme took care to use Daystar at appropriate times and two liches were encountered. Neither caused any concern as Wyrme made certain she was a good distance and sight away when their opening timestops fired.
The greater mummies were more problematic, with Wyrme having to run from them more than once. One hit removed 65hp and it was fortunate that Wyrme had only just started that combat. She took greater care for them after that, and was pleased to see the undead getting mazed rather than Otiluked.
After making her way through a door Wyrme could see a shadow dragon monikered as Thaxyll'ssillyia. Seven snares were laid, then Wyrme realised her thieves had returned. She attacked with her staff and was relieved to see the snares kill the dragon.
A Shade Lord fell to a DUHM Daystar backstab with Improved Haste second hit (6 APR as offhanding Belm) then Wyrme switched to a recently obtained Arlasbane +3 sling with a sunstone bullet. A shadow perished as a result of this and Wyrme hit shadow Patrick once before he too perished.
Wyrme then had to race home as she was notified her guild payment was once more due. With that done a return to Umar resulted in collecting some armour from the mayor and a shield from Madulf - both of which were sold. She asked Valygar to accompany her back to the city and once he opened the Planar Sphere he returned to his cabin. Wyrme looted the first two rooms inside but returned outside without initiating planar travel.
Equipment preparation was made for a trip to Brynnlaw until Wyrme remembered she had not interfered with the vampire nest yet, and level drain was something she felt to be problematic. There were two other options one of which was Windspear Hills and Wyrme wanted to put this off also.
Eyes shut. Spin around. Start walking. We're going to the Unseeing Eye. It's not long before a wraith level-drain her near the large spiral stairway. Maybe she should deal with Windspear instead. Ugh. Maybe not. She presses on, clearing spiders beyond the stairs and a group of undead before a broken bridge. Fixing the bridge involves answering a few questions and once Wyrme completes the questions she gains another level - and Use Any Item. Out comes the Amulet of Power in reserve as Wyrme keeps the necklace of form stability equipped for the time being.
Beholders and gauth after the bridge have to be dealt with carefully, with their cause serious wounds being worrisome. Wyrme starts with snares then uses arrows before summons and ends with arrows. Once the way is clear she negotiates her way into a temple and speaks to the avatar within.
While Wyrme has proven resilient to beholder attacks she feels a mistake against them or similar could be fatal so she retreats to purchase the shield of Balduran. Only on arrival does she notice half of the rift device - and thanks her lucky stars that she did not leave with the entire device reassembled.
After returning she used the shield to clear the beholder lair ending both the Unseeing Eye and the temple quest.
Next she decides to visit the vampire nest - Haz taking advantage of a special maze snare to make a rare survival when making our entry despite trying to help and getting level-drained against the first vampire. A clay golem might be hard work, but by now Wyrme has a brace of Spike traps and has set one of them so an additional 69 magic damage is enough to supplement a crushing 15 non-backstab.
Lassal finds his vampiric regeneration can't work quickly enough to defeat a snare plus Wyrme's ring of Gaxx regeneration. Wyrme expects Bodhi to be tough so lays two spike traps as well as five normal snares. This is overkill but better safe than sorry. While packing her bag for Brynnlaw Wyrme remembers Watchers Keep and with the aid of the Amulet of Power the two vampiric wraiths cannot keep her out this time - more so as the first attacked on it's own so they could be dealt with one at a time. She then does a quick loop of the level picking up everything of interest to her including the Usuno's Blade +4 and missile quiver.
Upon reaching Brynnlaw Wyrme finds she has to defeat Valen, Del and Parisa. Two of them are killed while the third manages to escape just before dying. Wyrme does a bit more shopping and spots a scroll of Find Familiar and that reminds her that she has bagged one earlier. So she takes it from her bag and summons a 18hp imp before stuffing it into her backpack.
Outside Lady Galvena's Festhall Wyrme talks to a female courtesan before realising she must talk to a male courtesan instead. He's not interested either, obviously dwarves aren't his type. Wyrme heads to the tavern and has to defend herself after Sanik is assassinated. The innkeeper mentions Claire in the Festhall and Wyrme shrugs - sounds like the courtesans will need to be spoken to in a more authoritative tone.
The female courtesan refuses to talk but the male courtesan offers unbridled pleasure for 100gp or sneaking in to look for Claire for 200gp. He refuses to negotiate on any price and threats of violence go nowhere either. In the end Wyrme hands over 100gp and sets about the festhall.
There is no sign of Lady Galvena in her bedchamber but her guard captain is there and has to be killed. A key is in a nearby container and being a resourceful thief Wyrme snaffles it. The festhall cellars look identical to those in Trademeet and Wyrme soon has the doors open and a snare laid. This single trap defeats both Lady Garlena and her magely sidekick when they get hostile, and speaking to Claire leads to an audience with Golin. He suggests speaking to the Cowled Wizard in a nearby house. What a masterplan.
After selling off the festhall loot and getting Gina + brother onto a ship Wyrme sneaks into the home of Perth the Adept. He proves very adept at returning from a maze snare onto a normal snare and a spike trap. His book of infinite spells has one page turned before Wyrme decides Wyvern call is better than risking Burning Hands. With Kitthix, the Berserk Warrior, the Efreeti and the Golem Manual the number of Wyrmlets is increasing nicely.
Wyrme makes her way into the Spellhold Asylum and tells the coordinator cum Irenicus that she has come for the bag of looting Imoen. After a quick tour of the facility
- Dili is a rapid shapeshifter, taking many forms including that of Wyrme
- Wanev wants Wyrme to take memos, a glance at the code reveals My pantaloons are full of weasels. Inform the Queen, so that she might shoo them away. Here we go 'round the mulberry bush. Go monkey GO! but another dozen or so attempts fail to reveal a more concealed memo (on their importance)
- Naljier Skal hands over a few pretty gems
- Aphril shows Wyrme a pair of demonic forms
- Tiax manages to shrink his britches, briefly delaying his ascension to rule
- Dradeel hands over a recipe before failing to escape
the coordinator reveals himself as Irenicus and removes Wyrmes Bhaalspawn abilities before handing her over to Bodhi.
Bodhi suggests a game of cat and mouse to which Wyrme agrees (silently thinking she is the cat here). After clearing the first area of this game Wyrme moves on to the second. By now she has her bag of holding so is busy stashing equipment in every container she has.
In the second area a reality check is finally obtained - Wyrme using gaxx invisibility against one group of umber hulks while a very rare potion of invisibility is glugged at 18hp against the last of a second group. More undead including a lich are cut down before Wyrme stakes Dace firmly into his coffin.
When Bodhi eventually makes her reappearance Wyrme has taken some boots of speed from a vending machine and reached level 30. Opening the exit to the maze grants her level 31 and she girds herself to leave for whatever lies next.
You see the same thing happening in ToB if you use a PfU scroll before walking up to the Master Wraith - the undead there will start attacking immediately the conversation finishes before realizing that they're not supposed to be able to see you (I presume this is another of the things the game just checks for once a round).
After completing the Spellhold trials she is released, and uses summons to antagonise Irenicus into leaving. Then she grabs a pirate horn and escapes Brynnlaw on a ship. Two boardings are more than the ship can take and it is lost, with Wyrme ending up in the City of Caverns which rapidly required a new king and prince.
Wyrme lowered herself into the Underdark, killing a kuo-toa prince and a beholder elder orb before making a disguised entrance to the drow city of Ust Natha. Next time out of the city she hears her snares activate but only the cleric of an adventuring party is killed. Wyrme moves to deal with the survivors and picks them off one by one - detect illusion working three times on Damien to prevent him from trying any nasty little backstabs.
A lack of attention to dialogue in Ust Natha saw Wyrme fail to spare Solaufein (correct first option then chose top second option without reading it so he turned hostile) and this meant she had to hand the real dragon eggs over to Phaere. As the matron mother spoke to a summoned lesser demon lord Wyrme attacked Phaere. The lesser demon lord killed the matron mother and after another conversation Wyrme refused to let the still-alive Phaere hand over the eggs.
Wyrme only took one more hit to kill Phaere, and then found her +4 weapons could not damage the lesser demon lord. Fortunately for her the door could open so she ran outside, dragged the drow guards away and returned to find the lesser demon lord could not squeeze through the door. A combination of maze snares followed by spike traps worked and Wyrme hid and left.
She dropped the eggs in Adalon's lair and attacked - with seven snares killing the silver dragon immediately. This felt a bit cheaty but silver dragon blood was enough reward.
After sneaking out of the Underdark Wyrme did enough to convince Elhan and his elven compatriots of her innocence and left them having obtained some stakes and holy water. She decided to return to her guild and pay any fees before seeking out Fael in Umar Hills.
Having reached Fael he inspects the dragon blood and declares it satisfactory but where is the human flesh. Wyrme realises she has not picked it up from her Promenade cache, so back she goes. May as well pay another guild fee while in the city again...
A few days later Fael agrees to complete the human flesh with the silver dragon blood but says it will take four days. After three days of resting Wyrme becomes aware her guild fees are again due. So back she goes, pays up, and returns to Fael. He hands over the armour then declares Wyrme as an imposter and attacks.
Neither he nor his mages have bothered to check for snares and they all die instantly. Wyrme picks up their gear, identifies it and sells it. Then she equips the human flesh armour and adds the ring of earth control in place of the unusable ring of protection +2. The net result is a loss of 1 in AC due to the rings, but +2 saving throws and +20% magic resistance (plus +3 worse modifiers for missile, piercing and +2 for slashing so not a good swap for straightforward combat).
Then it's time for a shopping spree (having purchased the Firetooth +3 dagger, Staff of Earth and Rod of Smiting in the underdark). The ninjato of the Scarlet Brotherhood +3 is equipped, reflection shield +1 and Vhailor's Helmet are bagged. Wyrme moves on to a guarded compound in the Temple district and bids for a lesson from Sion and Ketta. They say to come upstairs and leave.
Wyrme realises the downstairs will fill with various creatures so lays a few snares. One of the enemies is a glabrezu so Wyrme keeps her distance and shoots enemies rather than risk a sub 90 hit point power word stun. She adds an occasional melee attack when the glabrezu is out of touch and when only it remains she drags it onto pre-laid snares. It waltzes over the snares without triggering them so Wyrme thinks they are wasted until the efreeti reappears and dies on one.
Wyrme fishes out her crimson dart (writeup realisation, firetooth dagger would have been better) and slowly kills the glabrezu. Then she lays snares leading to the stairs so she can have a covered retreat from upstairs if required. Then she hides, activates her detection skills and goes upstairs.
She can see Sion, but remains still and sure enough there are two snares. Those are both removed and she still has time to deliver a backstab on Sion. He's still alive but Wyrme isn't hanging around and goes down the stairs again.
Koshi follows and is snared. On the second visit Stalman is backstabbed and also survived. Maferan and Olaf follow so Wyrme thinks they will get a snare but Sion arrives first and dies. Wyrme is unsure if Ketta has followed so leads Olaf and Maferan to the two spread out snares left from the glabrezu. They both die and Wyrme lays another snare at the stairs. No sign of Ketta so she must still be upstairs with Stalman. Another backstab on Stalman fails to kill him and all three of us go downstairs, with Ketta snaring herself to death.
Just Stalman then. After another backstab he is still alive and only now does Wyrme realise (read) that her ninjato is unsuitable for backstabbing (which should have been obvious as it was a monk-only weapon and each failed attack said so in the combat log if I'd bothered to read it). So she switches to Celestial Fury +3 as a change from Usuno's Blade +4 and drops from 4 APR to 3 APR. Then she bags the offhand Belm scimitar and equips the ninjato. That should work.
Thought for the day.
After a few months trying I finally have a thief with the human flesh armour but her saving throws are already good enough without it and I may revert to non-magical armour plus the ring of protection +2. The AC3 bracers are something I've only ever used on mages but they seem to be even more suited to a solo thief.
Traveling with: Ajantis, Khalid, Branwen, Coran, Imoen (level 5 thief dualed to mage)
The party made rapid progress through the city of Baldur's Gate quests. Most encounters were pretty easy. A buffed up Khalid took down the entire party at the 5th floor of the Iron Throne HQ. As usual, we did a little bit of Durlag's tower, mostly the stuff on the way to getting the wisdom tome, such as the basilisks.
Very little was done at Candlekeep, mostly killing Shistal, getting blamed for killing the Iron Throne leaders (we were innocent), and clearing out the Crypts. Imoen needed to use a thieving potion to open the crypts, but I planned for that. Her traps was 100 so covered there. A buffed up Khalid took down Prat's party. Ajantis and Khalid also cleared out the spiders, and the basilisks.
We had 4 snares for Slythe, so unsurprisingly he didn't last long. Duchal Palace was very fast. By the time Imoen cast her first spell (Slow), only one doppleganger was even left alive. Making our way through the thieve's maze was simple enough.
For the Iron Throne party in the Undercity, first distracted them with a few summons - Corethief XXX pointed to the way for the summons while he was in the shadows. Then the entire party advanced in a skirmish line, with 4 characters armed with arrows of detonation. This overwhelmed the defenders. We took out the skeleton warriors who were nearby, which got Corethief XXX level 9.
Time for the big show down! Or not...while in Branwen's inventory I got the rather infamous "death bug" - where the PC mysteriously dies - I knew it was the bug from the black portraits. I had just finished most of my buffing, so had to do it again. However, this time Coran pulled Sarevok and Semaj - the party mowed down both of the enemies so fast, I couldn't take a screenshot. Oh well.
I did get into one potential mess - Marek managed to both confuse Corethief XXX and also fire a lightning bolt that did a lot of damage to the party. However, no one died, and the party quickly surrounded Corethief XXX so he wouldn't kill any commoners - that worked.
Corethief XXX moves onto Amn - pretty sure want Yoshimo, but other than haven't decided. Will play it by ear.
I take it that you're not fond of SoD?
Where is this quiver. Presumably somewhere that I don't usually visit.
EDIT
Ignore that. I've just realised that it is Watcher's Keep. There's quite a lot of useful stuff there even at the top.
You don't have to fight everything to get it either.
The bandits proved to be no challenge for my party
We therefore proceded to go in search of Mutamin. Web and silence rendered him helpless.
After that Durlag's Tower was relatively easy. Even the battle horrors were no problem as we used absorb health to finish them off. We even killed Kirinhale.
We realised that we had insufficient potions of mirrored eyes and so left the rest of Durlag's for later.
We afterwards realised that we could have used spells rather than potions for protection.
It's not that I'm unfond of SoD. Rather, I would need to go through it dozens of times before I can figure out how to successfully reload it. Although I am unfond of the fact that many encounters you need to use fireballs to be successful. Also, Grond0, who has done it many times, still routinely dies in SoD. What I need to do is a SoD WITH reloads, until I figure out what I need to do for all encounters. But just haven't done that yet.
In the forest we helped some hunters before realising that it was time for some sleep.
We then wended our way through Cloakwood finding a decent sword for Dorn on the way. We didn't take the body back to his brother in case he wanted the sword back too.
In our backpacks we have four wyvern tails. I wonder how much they will sell for.
Having arrived at the Cloakwood Mines we had quite a battle but we were well enough prepared for it.
Dynaheir had already memorised a spell to open the lock at the bottom of the mine. Afterwards we went to deliver a wyvern's tail to the temple and a couple of bandits' scalps to Officer Vai.
We then headed for Baldur's Gate where we were attacked by Simmeon and Dorn was killed.
I responded by killing Simmeon.
In the ensuing conflict I was charmed and I fully expected to die as a result.
My colleagues however won the battle and then fled giving me a chance to recover from the charm.
We then rested at an inn, found a tome to improve my dexterity and then went to a temple to raise Dorn,
So far he hasn't mentioned his death.
We deemed in expedient to have Dorn raised at a Temple of Helm as Helm doesn't have the issues with Blackguards that some gods have. He is of course pleased that Dorn is at least lawful.
Her next task is to deal with the Planar Sphere. Using Celestial Fury in her main hand means survivors of opening backstabs have to save against being stunned and the halflings in the sphere are used to experiment with this. Snares are used to simplify combat against Tabitha's gang and then speed up combat against an adamantite golem, but Wyrme is determined not to rest too often inside the sphere. After defeating Lavok she uses more snares to kill a demon and obtain it's heart, and only then rests for her first and what turns out to be her only rest.
Tolgerias might not be much of a danger to Wyrme as he is to many characters but she still cautiously uses snares to kill him and once that is done she stuns his sidekick twice. Then she ignores the fire chamber room and opts to kill off the inhabitants of the cold chamber room. She sneaks around the engine room to feed the demon heart to the machine and sneaks out without antagonising the golems that have turned up. Then she carries Lavok outside.
Gear at this point: On to Windspear Hills where an initial defeat of monsters turns into the slaying of knights. Wyrme makes up for this by stunning Chieftain Digdag and then using the shield of reflection against a group of orc archers. They tire of shooting before they die so Wyrme switches back to melee against them.
A group of vampires survive a Daystar Sunray and while Wyrme initially melees them she is soon forced into run hide snare but is below 20hp on one occasion. Samia's plan for Wyrme to do her dirty work fails when her ambush takes place in a snared room, and Wyrme has to have a few attempts at backstabbing greater werewolves before retreating to rest and using snares instead or as well.
Wyrme pushed on, not waiting for the ring of Gaxx to entirely heal her and relying on Celestial Fury to stun enemies - running when this didn't happen. On reaching Tazok he called for Chieftain Digdag - he's not coming and oh mind the stun. Conster stood on more snares than he could handle, while Firkraag found septuple spikes a touch too much.
Wyrme paid another set of guild dues and had a last look around the city - that will be the Twisted Rune. She laid a couple of snares for Shangalar, equipped the Shield of Balduran, laid a snare for Vaxall and raced back after speaking to Shangalar.
She might not have used her scroll of protection from undead in time but this was a moot point as Shangalar failed to survive his snares. Revanak and Vaxall attacked, the former using a non lethal weapon for some reason and the latter managing to charm and death ray itself.
Shyressa survived a Daystar backstab and three follow up hits but not a fourth. This had given Layene time to spot Wyrme but by the time her Time Stop was cast Wyrme had got herself out of visual range.
Wyrme then moved near to Layene so the Firestorm cast there, and then retreated to lay a snare. She hid to search out a backstab but the snare worked. Well, that was everything (that Wyrme could think of). A saunter over to the Graveyard saw Bodhi make another appearance but she vanished and left Wyrme to the mercy of another group of vampires. They all split up which allowed Wyrme plenty of opportunity to backstab and snare them.
This created a clear path into the vampire nest and Wyrme used a Daystar Sunray to clear out the largest gathering of snappy undead and backstabbed any stragglers. A vampire guard survived his backstab and managed to cast a stoneskin but Daystar's magic damage appeared to bypass this defence. The way to Bodhi had a couple of traps to remove, and then Wyrme went for a backstab on Bodhi, retreated into a snare and killed Bodhi in melee.
Right, now back to Elhan - only to find a Wyrme ambush with several imposters of her. A fireball and several acid arrows erupt but Wyrme has distanced herself and mazes them. They will reappear on spike traps - or at least one does. A second arrives just as another snare is about to be set so Wyrme ends up fighting the rest for a difference.
Suldanessellar
Wyrme lays a spike trap, moves to the next platform and fails to lay another trap as an adamatite golem hoves into view. She retreats and the snare does 74 damage. The golem hits her for 35 but she kills it with 3 + 2 + 3 melee hits. Wyrme instantly lays another snare as a second golem had been observed behind the first. By the time she kills two trolls and two golems the trap has claimed another golem.
The rest of Suldanessellar is completed in much the same way. Maze, spike and backstab a balor. Stunning golems. Snaring and stunning rakshasa, maharaja and anything remotely tigerform.
The black dragon is not immune to maze, nor to spike traps. Wyrme has collected all she needs so summons the avatar of Rillifane after killing the group surrounding the summoning table.
With the avatar present Wyrme is free to visit the tree of life, quickly finding and killing three parasites and observing as Irenicus immediately dies to a group of snares. Hahaha.
Wyrme is not amused to find herself in the hells. She quickly grabs four tears (not destroy the dragon, not give up her dexterity, not take a cloak to protect against fear, not take the Blackrazor sword) and uses them before facing wraith Sarevok and opting for some Slayerific vengeance. After using the fifth tear of Bhaal Wyrme is facing the slayer Irenicus and two balors plus two glabrezu. She is careful not to drag the minions into her southern group of snares and instead uses a maze snare on all four. As the lays another snare the Irenicus Slayer has teleported and a few seconds later he must have teleported again as Wyrme is dragged towards him to observe his death.
After a ceremony held be Ellisime Wyrme finds herself in a grove with the spirits of the forests.
Having completed most of the quests in Baldur's Gate, I realised that I had missed a golden opportunity when Dorn was dead. I could have raised my reputation to the maximum, gone on a shopping spree and after killing someone to lower my reputation again, I could then have raised Dorn.
[I presume that would have worked?]
As it was I raised our reputation and caused it to drop again without doing the shopping. Reputation is not currently too bad, at 16 I am at least popular but I could have done a lot of shopping when I was heroic.
Dynaheir knows all the spells currently available and has a fine selection of wands even if they don't have a lot of charges.
It is perhaps time to go in search of more treasure before visiting Duke Eltan with the news that the Iron Throne leaders are at Candlekeep. Ankheg and sirine killing seems a good idea at present and perhaps visiting Shoal.
Ditto C_R!
Korgan slammed his tankard of Bitter Black Ale down on the countertop at Delosar’s Inn. No one knew how many he had consumed, at least double, if not triple, anyone else. “I’d just as soon stay here or over at that Crooked Crane than that place the guild lady gave us. Yeah, there’s pools filled with blood but what about those who just want a swig of some strong Dwarven Ale?” He wiped his braided beard and cupped his chin in his large hand thoughtfully. “Now that I could do,” he nodded approvingly at his brilliant idea. “What’ya thinking Lord? Think yer lady friend there would fill one of those pools with ale? What is she anyway? Kinda looks like a Drow but I ain’t never heard of no Drow livin’ in a cemetery.”
A few nights earlier Angmar took service for Bodhi, a shadowy figure who controls one of two rival guilds, the other being the Thieves Guild. Bodhi’s artisans appear to be vampires judging from their attacks on rogues in the dark hours, never during daylight. At Bodhi’s bequest Lord Angmar intercepted a cargo shipment in the Athkatla Docks District, then assassinated a nobleman in the Government District. Up next, assassinate the head of the Thieves Guild, Arin Linvail. To do that first required killing his original contact in that guild, Gaelen Bayle. This secured the key required to get to Linvail.
Getting to this point required assembling strong support around him. He did his diligence and shook up the cast around him. Sometimes he just let them go, other times he decided they were not worth raising from the dead after a skirmish. Whatever the reason, he has a feel for it. Gone were the Sorcerer, Adrian, the Drow Fighter, Yasraena, the Blademaster, Cailin, and the Bounty Hunter, Yoshimo. His chief lieutenants are Pai’Na, a TN Half-Drow Hivemaster, Minyae, a NE Elven Enchantress, and Korgan, a NE Dwarven Battlerager. Hexxat, a NE Vampiress, provides rogue skills par excellence but she is not held in the same esteem as his lieutenants. Tyris Flare rounded out his entourage, a Fighter/Mage of sorts, who had fire-based spells only. Like Hexxat, Angmar did not value Tyris highly, and was pleasantly surprised when Tyris was chunked by a Kara-Tur Mercenary because it provided an opportunity when he rescued Viconia DeVir from a mob of fanatics. Viconia, a Night Cloak of Shar, completes his current retinue.
Angmar’s journeys took him initially to the Umar Hills to capture – or kill - a Bounty Hunter on behalf of a Cowled Wizard. He got his man and then went about destroying a Shade Lord nearby in the Temple Ruins of the dead god Amuanator, leaving only a Shadow Dragon alive. After a return to Athkatla, he gained the title Lord Angmar by destroyed occupying Trolls in the De’Arnise Keep, east of Athkatla. In thanks, and for her own protection from a forced marriage, the noblewoman made him Lord of the keep, giving him its lands, and the title he relishes - and expects to be addressed by. Quick to anger and long to forget, Lord Angmar means to settle slights, demonstrated recently when he returned to slaughter an adventuring party at The Den of the Seven Vales three months after they insulted him when he was in no position to respond. A second mercenary band faced a similar fate for threats made at Delosar’s Inn.
HEXXAT'S SHROUD OF THE UNPROVED QUEST
Lord Angmar’s relationship with the Temple of Talos is exemplary. He and Mistress Ada, the Chief Priestess and a Stormcaller of Talos, have a cordial professional relationship, one having taken the Clerical route, the other the Martial way, but both serving their great Storm Lord. Where she can, Angmar receives services at a minimum of expense, and Ada has a Black Guard and his formidable entourage at her beck and call. Angmar destroyed the Cult of the Eyeless and its Unseeing Eye, a massive Beholder, that were operating just under the Temple District. Destruction of the Cult assuaged the risk of losing Talos’ converts and Ada rewarded Lord Angmar with a powerful Mace +1, Ardulia’s Fall, and an honored place in the Temple where he dines at her right hand when he worships there. The invitation to reciprocate at De’Arnise Keep when her duties allow stands. The two have discussed expanding the reach of Talos to De’Arnise Keep. Ada is expected to visit in the near future after she selects suitable clergy to set up a Temple in the chapel where Golems had been when he first assaulted. In turn, Lord Angmar, as a Lord, has attracted a company of 20 Level 1 Light Calvary, (Ring Mail and Shield, Javelins and Long Sword); and a company of 100 Level 1 Heavy Infantry (Scale Mail, Pole Army, Club). The are led by a Fighter, Level 5, Plate Mail and Shield, +2 Battle Axe). All will be part of the Storm Lord’s new power base in Amn between Athkatla and De’Arnise. The dungeon is being repaired for future use and the large vault converted into barracks for the two companies of men-at-arms. For the time being the Majordomo and the current guard remain. (The noblewoman, Nalia, is particularly vocal about her Lord’s treating a former maid, Chanelle, as if she were nobility).
In the meantime, Lord Angmar and his immediate retainers have a Shadow Thief to assassinate.
PARTY INFORMATION
ORDER OF MARCH:
Korgan (melee)
Pai’Na (nature magic and melee)
Viconiia (divine magic and melee)
Hexxat (rogue support)
Angmar
Minyae (arcane magic)
MONSTERS DEFEATED (ordered alphabetically by value): Shade Lord (25k @TR); Bone Golem (18k @ TR); Raffiya (Cleric/34 @ 18k @ SU); Nan Kung Chi (16k @ CB); Crypt King (15k @ GD); Torgal (15k @ DK); Mekrath (Mage-Enchanter/12 @ 14k @ TS); Iron Golem (13k @ DK); Diya al-Hafiz(Sorcerer/20 @ 12k @ SU); Iqbal al-Din (Sorcerer/20 @ 12k @ SU); Qais Ra-id (Sorcerer/20 @ 12k @ SU); Dragomir (11k @ GD); Mencar Pebblecrusher (Fighter/14 @ 10k @ WP); Glacius (Fighter/12 @ 9.5k @ DK); Arkanis Gath (Fighter/Thief//9/16 @ 9k @ DD); Beholders (2 @ 9k @ TC); Guath’s (5 @ 9k @ TC); Greater Mummies (5 @ 8k @ CB); Tanya (Cleric/14 @ 8k @ TD); Stone Golems (2 @ 8k @ DK); Tarnor the Hatchetman (Dwarven Fighter/13 @ 8k @ TS); Captain Dennis (Fighter/16 @ 7.3k @ BD); Mercenary of Riatavin (Cleric/15 @ 7.3k @ BD); Draug Fea (Dwarven Fighter/12 @ 7k @ TS); Yuan-Ti Mage (1/1 @ 7k @ DK/TS); Amon of the Purple Brotherhood (Mage-Conjurer @ 6k @ WP); Cohrvale (Fighter/7 @ 6k @ Sl); Gaelen Bayle (Thief/15 @ 6k @ Sl); Rengaard (Fighter/Cleric//12/12 @ 6k @ TS); Mercenary of Riatavin (Mage-Necromancer/14 @ 5.5k @ BD; 2 @ 3.2k @ BD); Greater Yuan-Ti (5k @ DK); Kara-Tur Mercenary (Fighter-Kensai/Thief//9/13 @ 5k @ DD); Kara-Tur Mercenary (Fighter-Kensai/Thief//9/10 @ 5k @ DD); Otyugh (1/2/1 5k @ DK/TS/TC); Zentarim Mercenary (Mage-Illusionish/15 @ 5k @ DD); Rune Assassins (2 @ 4.5k @ BD); Bregg (Fighter/10 @ 4k @ Sl); Gaius (Mage-Enchanter/14 @ 4k @ TS); Pooky (Imp @ 4k @ WP); Shapbag (Fighter/10 @ 4k @ Sl); Skeleton Warriors (4/4/2 @ 4k @ GD/TR/TC); Smaeluv Orcslicer (4k @ WP); Umber Hulks (2/5 @ 4k @ UH/DK ); Spectral Troll (3.5k @ DK); Assassin (Fighter/Thief-Assassin//11/10 @ 3k @ DD); Assassin (Fighter/Thief-Assassin//9/8 x2 @ 3k @ DD); Mercenary of Riatavin (Fighter/11 x2 @ 3.2k @ BD); Arledrian (Fighter/Thief//7/8 @ Sl); Ghoul Lords (2 @ 3k @ TC); Killer Mimic (3k @ UH); Mummies (6/15 @ 3k @ GD/TC); Rashasa (3k @ TS); Specter (3k @ GD); Mook (Fighter/Thief//7/8 @ 2.5k @ DD); Shadow Thief Sentries (Fighter/Thief//9/10 x2 @ 2.5k @ DD); Shadow Thieves (Fighter/Thief//7/10 x3/3 @ 2.5k @ DD/Sl); Shadow Thief (Fighter/Thief//10/10 @ 2.4k @ WP); Burich (2k @ GD); Fanatic (Cleric/8 @ 2k @ GD); Flesh Golems (2 @ 2k @ DK); Shade Thieves (5 @ 2k @ GD); Shadow Fiends (3 @ 2k @ GD); Sword Spiders (8/2 @ 2k @ GD/SU); Wraiths (3/6/3/4 @ 2k @ GD/UH/TR/TC); Zorl (Fighter/Cleric//12/12 @ 2k @ TS); Scrooloose (Fighter/Thief//8/1 @ 1.95k @ Sl); Fanatic (Fighter-Ranger/9 @ 1.7k @ GD); Shadow Thieves (Fighter/Thief//7/10 x2/2 @ 1.7k @ DD/Sl); Yuan-Ti (2/4 @ 1.5k @ DK/DS); Bandit (Thief/9 x2 @ 1.4k @ RE); Bandit (Thief/8 x2 @ 1.4k @ RE); Blackthorne (Fighter/10 @ 1.4k @ GD); Giant Troll (2 @ 1.4k @ DK); Hell Hounds (4 @ 1.4k @ TC); Phase Spiders (6/1 @ 1.4k @ GD/SU); Sea Troll (1.4k @ TS); Trolls (9 @ 1.4k @ DK); Wights (2 @1.4k @ GD); Wraith Spider (1.4k @ GD); Spiders (Shadow Thief (Thief/5 @ 1.2k @ WP); Theshal (Ghoul @ 1.05k @ TC); Fanatic (Fighter/6 @ 1.7k @ GD); Bloated Spider (4 @ 1.2k @ SU; Muggers (Fighter/Thief//6/6 x2 @ 1k @ DD); Ruffian Captains (Fighter/Thief//10/10 x2 @ 1k @ DD); Shadow Patrick (1k @ TR); Statues (Fighter/16 x5 @ 1k @ SU); (Vampiric Mists (2 @ 1k @ TC); Bandit (Mage-Conjurer/8 x2 @ 975 @ RE); Mad Cleric (Fighter/Cleric//6/6 @ 750 @ DD); Half-Trolls (2 @ 700 @ DK); Bandit (Cleric/8 x2 @ 650 @ RE); Bandit (Fighter/7 x2 @ 650 @ RE); Ettercaps (2 @ 650 @ GD); Ghasts (4/7/2 @ 650 @ GD/TC/BD); Shady Character (Thief/8 @ 650 @ Sl); Shadow Jailer (620 @ TR); Orogs (10 @ 600 @ RE); Shade Wolves (4/24 @ 500 @ GD/TR); Slavers (4 @ 480 @ RE); Giant Spiders (6 @ 450 @ GD); Thug (Fighter/6 @ 450 @ BD); Dust Mephit (420 @ TS); Fire Mephits (2 @ 420 @ DTS); Ice Mephit (420 @ TS); Lightning Mephit (420 @ TS); Magma Mephit (420 @ TS); Ooze Mephit (3 @ 420 @ TC); Panther (420 @ Sl); Shadows (4/8/41/9 @ 420 @ GD/UH/TR/TC); Thug (Fighter/6 @ 375 @ BD); Grey ooze (275 @ TS); Huge Spiders (3 @ 270 @ TC); Thug (Fighter/6 @ 270 @ BD); Thugs (Fighter/Thief//7/7 x 4 @ 200 @ DD); Ice Trolls (4 @ 175 @ DK); Good (Fighter/5 @ 165 @ Sl); Crazyface (Mage/10 @ 120 @ Sl); Spiders (3 @ 100 @ SU0; Thugs (2 @ 100 @ WP); Green Slimes (2 @ 65 @ TS); Kobold Shamans (3 @ 65 @ TS); Kobold Witch Doctor (65 @ TS); Shady Character (Thief/2 @ 65 @ Sl); Zombies (2/3 @ 65 @ GD/TC); Kobold Commandos (4 @ 35 @ TS);Goblins (14 @ 20 @ TS); Thugs (Thief/7 x 2 @ 20 @ Gv); Habib (Thief/4 @ 15 @ DD); Hervo (Human @ 15 @ BD); Kobold Captains (3 @ 15 @ TS); Mutated Gibberlingd (6 @ 15 @TC); Kobolds (11/6 @ 7 @ TS/TC); Spiders (13 @ 10 @ GD); Mazzy (Fighter/Cleric-True Sword of Avoreen @ TR); Valygar (Ranger-Stalker @ UM)
* Legend: BD = Bridge District; CB = Hexxat’s Claw of the Black Leopard Quest; DD = Docks District; DK = De’Arnise Hold; DS = Disturb Sleep, GD = Graveyard District); Gv = Government District; RE = Random Encounter, Sl = Slums, SU = Hexxat Shroud of the Unproved Quest; TC = Temple District Cult of the Eyeless; TS = Temple District Sewers; TR = Temple Ruins; UH = Umar Hills; TD = Temple District); WP = Waukeen’s Promenade
LEVEL UP: Tyris Flare, Fighter/Mage 9/11-12; Korgan, Fighter/10-11; Hexxat, Thief/12; Angmar, Paladin (Black Guard)/10-11, Minyae, Mage-Enchanter/12
CASUALTIES: Minyae (Mercenaries of Riatavin, Frost Salamander, Raksasa, Tyris Fireball, Kobold, Rune Assassin), Tyris Flare (Rune Assassin, Kara-Tur Mercenary - chucked)
NOTEWORTHY TREASURE (ordered alphabetically by value > 250gp or > +2 ): (Gold collected by chapter II = 22516; current purse = 26860)
Armor & Weapons: Battle Axe +3 (Stonefire); Dagger +3 (Jade Fang); Dagger +3 (Silverblade); Sling +3; Bastard Sword +3 (Blade of Searing); Flail of the Ages +3 (Acid, Cold, Fire); Halberd +3 (Dragon’s Bane); Short Bow +3 (Tansheron’s Bow); Two-Handed Sword +3 (Cursed Berserking); Warhammer +3 (Dwarven Thrower); Warhammer +2/+1 Electrical (Ashideena); Bow of Avoreen +2, Chain Mail +2; Cloak of Protection +2 (Spirit’s Shield); Composite Bow +2 (Strong Arm); Dagger +2 (2); Katana +2; Leather Armor +2 (Protector of the Second); Long Sword +2/x2 damage vs Dragons (Peridian); Long Sword +2 (Namarra); Morning Star +2; Short Sword +2 (2), Small Shield +2; Spear +2 (Spear of the Unicorn); Sword of Avoreen +2; Dragon Helm; Full Plate Mail (5); Helm of Charm Protection
Gems/jewelry: Laeral’s Tear Necklaces (2); Rogue Stone; King’s Tears; Emerald; Star Sapphire; Pearl Necklaces (2)
Potions: Extra Healing (18); Frost Giant Strength; Genius; Invisibility
Scrolls: Summon Hakeashar; Chain Lightning (2); Cure Serious Wounds; Stone Skin; Invisibility; Protection from Undead; Spell Thrust
Wands: Lightning
Misc & Artifacts: Book of Kaza; Cloak of the Stars; Horn of Blasting; Ring of Djinni Summoning; Ring of Lock Picks; Rod of Resurrection
BEST KILL:
Korgan, Shade Lord (25k)
Pai-Na, TorGal (15k)
Minyae, Mencar Pebblecrusher (10k exp)
Tyris Flare, Gauth; Hexxat, Beholder (9k each)
CURRENT DISPOSITION: De’Arnise Keep
NEXT STEPS: Kill Aran Linvail
PARTY MAKEUP: (Reputation: 4 – Despised - -2 Viconia)
Angmar: CE Paladin (Black Guard of Talos)/Lvl 11 (HP 98); Armor: Plate Mail, Gauntlet’s (Sembian Spellbreakers), Dragons Helm, Girdle of Bluntness (Destroyer of the Hills), Periapt of Life Protection +3, Ring of Protection +1 (Ring of the Princes), ; Weapons: Flail of the Ages +3 (Acid, Cold, Fire); Spear +2 (Spear of the Unicorn); (Spear**, Flail**, Two-Handed Sword*, Two-Handed Weapon Style**); Items: Boots of the West; Special Abilities: Absorb Health, Aura of Despair, Call Lightning, Cause Affliction (2), Divine Wrath (2), Drain Life (2), Poison Weapon (2), Lightning Bolt, Shocking Grasp; High-Level Abilities: None; Skills: None; Spells: Draw on Holy Might, Command, Doom
Korgan: NE Dwarven Fighter (Battlerager)/Lvl 11 (HP 127); Armor: Full Plate Mail, Small Shield +2; Cloak of Protection +2 (Spirit’s Shield), Helm of Charm Protection; Weapons: Battle Axe +3 (Stonefire), Throwing Axe, Warhammer +3 (Dwarven Thrower), Halberd +3 (Dragon’s Bane) (Axe*****, Single Weapon Style***); Items: None; Special Abilities: Enrage (4); High-Level Abilities: None; Skills: None; Spells: None
Pai-Na: TN Half-Drow Druid (Hivemaster)/Lvl 13 (HP 81); Armor: Protector of the Second +2; Buckler +3, Necklace of Form Stability; Weapons: Club +3 (Blackblood), Quarterstaff +2 (Staff of the Earth), Cloak of the Stars, (Club*, Dart*, Scimitar*, Quarterstaff*, Two-Handed Weapon Style*); Items: Black Spider Figurine, Ring (Widow’s Kiss); Special Abilities: Poison Weapons (2), Shapeshift: Huge Spider, Shapeshift: Sword Spider; High-Level Abilities: None; Skills: None; Spells: Conjure Fire Elemental D61, Insect Plage D51, Iron Skins D51, True Seeing D51, Cause Serious Wounds CD41, Cure Serious Wounds CD41, Defensive Harmony CD41, Cure Disease CD31, Chant C21*, Web ME21*, Barkskin CD21, Armor of Faith (2) CD11, Bless CD11, Spider Spawn MC4*, Dispel Magic CD32, Invisibility Purge CD32, Summon Instects D32, Rigid Thinking CD32, Charm Person/Mammal D22, Flame Blade CD22, Slow Poison CD22, Entangle D12 (2), Doom CD12, Delorous Decay D63, Call Lightning D33, Hold Animal D33, Resist Fire/Cold CD23, Cure Light Wounds CD13, Call Woodland Beings D44, Fire Seeds D64, Goodberry D24, Shillelagh CD14, Beast Claw D2#, Faerie Fire CD1#, Legend: HM* Hive Master Special Access Spell, D## Special Access Druid Spell, CD## Unlisted Cleric/Druid Spell
Hexxat: NE Vampire Thief /Lvl 13 (HP 53); Armor: Studded Leather +2, Buckler +3; Weapons: Dagger +3/+5 vs Vampires (Silverblaze); (Club*, Dagger*, Short Sword*, Single-Weapon Style*); Items: Casque of Dragomir, Cloak of Dragomir, Cloak of Non-Detection (Whispers of Silence), Ring of Lock Picks, Rogue’s Cowl; Special Abilities: Blood Drain, Children of the Night, Set Snare (3), Domination; High-Level Abilities: None; Skills: OL 120, FT 95, PP 65, MS 88, HS 98, DI 70, ST 80, BS x5, Set Snare (3); Spells: None
Viconia: NE Cleric/Nightcloak of Shar Lvl 12 (HP 64); Armor: Bracers of Defense AC4, Medium Shield +2 (Shield of the Lost), Ring of Protection +1 (Ring of the Princes); Weapons:; Flail +2 (Club*, Flail*, Mace/Morning Star*, Warhammer*, Sword and Shield Style*); Items: None; Special Abilities: Darkness (6), Blindness, Nightmare; High-Level Abilities: None; Spells: Bolt of Glory C61, False Dawn C61, True Seeing CD51, Greater Command C51, Free Action C41, Lesser Restoration C41, Animate Dead C31, Unholy Blight C31, Zone of Sweet Air C31, Barkskin CD21, Chant C21 (2), Call on Holy Might C21, Armor of Faith CD12, Bless CD12, Command C11 (2), Mental Domination C42, Remove Curse C32, Remove Paralysis C32, Hold Person C22, Doom CD12, Magical Stone C12, Remove Fear C12 (2), Holy Power C43, Spiritual Hammer C23, Aid C23, Cure Light Wounds CD13, Sanctuary C13, Glyph of Warding C34
Minyae: NE Mage (Enchanter)/Lvl 12 (HP 33); Armor: Robe of the Evil Arch-Magi, Cloak of Displacement, Shield Amulet; Weapons: Dagger +3 (Jade Fang); Items: Cloak of Displacement, Ring of Djinni Summoning; Special Abilities: Scribe Scrolls; High-Level Abilities: None; Spells: Contingency 61, Invisible Stalker 61, Breach 51, Greater Malison E/C41, Spirit Armor 41, Haste 31, Slow 31, Spell Thrust 31, DominationE/C52, FeeblemindE/C52, Hold MonsterE/C52, ConfusionE/C42, Enchanted Weapon E/C42, Hold Person E/C32, Invisibility 21, Mirror Image 21,Ray of Enfeeblement (2) E/C2/2, Charm Person (2) E/C1/2, Identify 12,ChaosE/C53, Emotion HopelessnessE/C43, Dire Charm E/C33, Luck E/C2/3, Friends E/C1/4, Sleep E/C1/4
Legend: E/C## Enchantment/Charm Lvl#/Power Lvl
MOD USED In order of install): Ascension v2.0.14 (G3); Oversight v14.0 (G3); Imoen Is Stone v1-0 (G3); NPC Strongholds v8 (G3); BG2 Alternate Soundtrack v1 (G3); Wheels of Prophecy v8.3 (G3); Vampire Tales v105 (TBG); Plane Touched Races; Ajantis for BG2, v20 LG Paladin-Cavalier; Amber v5 CG Tiefling Fighter/Thief ; Angelo, CN Fighter/Mage v8; Auren Asaph NG Fighter v11; Beaurin Legacy NE Elven Enchanter/Thief v4; Calin NG BladeMaster v1.6; Evandra TN Elven Illusionist v2.2; Gavin for BG2 NG Cleric Lathander v23; Haldimir TN Elven Fighter v4; Sarah CG Ranger v6; Tyris Flare, NG Fighter/Mage v9; Affaq Genie v2.8 (SHS); Ashar Half-Orc v13 (G3); Adrian LE Half-Elven Sorcerer v5 (G3); Arath Druid v5 (G3); Fade CN FTiefling (half Demon, half Elf) Thief v5.6 (G3); Isra LG Cavalier of Sune v3.4 (G3); Iylos, LG Monk v2.7 9G3); Ninde NE Necromancer v3.0 (G3); Nephele, Halfling Cleric of Yolanda v2.6 (G3); Pai-Na (G3); TN Half-Drow Hivemaster Druid (G3); Sirine, LG Paladin, Martyr of Ilmater (G3); Tashia, Elven Sorceress v1.4 (G3); Xulaye Drow v2.0 (G3); Yikari Monk v1.7 (G3); Kelsey, NG Sorcerer v6 (PPG); Keto NG Bard v6 (PPG); Tsujatha Mealeor NE Elf Mage v15 (TBG); Saerileth, LG Paladin (Tyr) v19.7 (TBG) Yasraena, CG Drow Fighter (TBG) v16; Faren TN Fighter-Thief (last NPC because of crossmod content – SHS); Infinity Collection Portrait Pack v1 (G3); Crossmod Banter Pack v19 (G3); NPC Tweaks v7 (G3); NPC Kitpack v5 (G3); NPC Strongholds v8 (G3); Romantic Encounters BG2 v15 (G3); Yoshimo’s Remorse v2.0 (G3); D’Arnise Romance v7 (PPG); Distinguishable Clubs v1.1 (SHS) (wouldn’t install); Wizard Slayer Rebalancing v114 (SHS); Faerunian Monastic Orders (BDF); Geomantic Sorcerer v7 (G3); I hate Undead Kitpack (G3; Song and Silence v10 (G3); Sword and Fist (G3); Rogue Rebalancing (SHS); Deities of Faerun v1.9.7.7 (G3); Divine Remix (G3); BG2 Unfinished Business v27 (PPG); BG2 Fixpack v13 (G3); P&P Celestials v7 (G3); Item Randomizer v6 (G3); Sword Coast Stratagems v33 (G3); Tweaks Anthology (G3); aTweaks (SHS)
Legend: SHS = Spellhold Studios; G3 = Gibberlings 3; PPG = Pocket Plane Group; TBG = Team Baldur’s Gate; BDF = Beamdog Forums
@Corey_Russell, congratulations on yet another success story!
After many gameless months I've been thoroughly enjoying BG3 Early Access with a Gold Dwarf Priestess of Moradin, which made me feel like returning to that other priest of mine: Eyulf the LE Priest of Helm, who totally believes himself to be a paragon of duty and justice and good, but whose questionable judgment and rigidity make him more of an evil tyrant.
Eyulf, LE Priest of Helm (3)
BG1: 1, 2
We flooded the Cloakwood mines, hoping it would prove a devastating blow to that abominable Iron Throne, and traveled to Baldur's Gate to deal with any remaining threats. However when we arrived we soon learned that the city needed us not just to deal with the Iron Throne. Crime and corruption were rampant. We were forced to slay an evil wizard for example, Ramazith, who had sought to dissect a living nymph. He controlled the mind of Imoen, a capable spy, with a Chaos spell but was no match for our martial force when we came to her rescue. It was my impression that mages in particular were prone to corruption in the city. Besides Ramazith, we were forced to slay sinful arcanists such as the pedophile Gervisse who became aggressive as soon as he was found out, a treacherous wizard named Degrodel, who paid us for the retrieval of the Helm of Balduran with a batch of hostile constructs, and a rogue mage by the name of Marek, who had poisoned us as part of some shady deal with the Iron Throne. To be fair to the arcane profession, Marek had not worked alone but with a corrupt thief by the name of Lothander. The latter had tricked us into removing a geas in exchange for the antidote against Marek's poison. But once cured, instead of giving us the antidote or helping us against Marek, this Lothander handed us a useless murky potion and then tried to make off and leave us to die. Little did he know that he was the one to die for such deceitful practices and for his flagrant omission of his duty of care to us. On a more positive note, I was pleased to find a Temple of Helm, a bastion of order in the decadent city. There we helped Dauron, a fallen paladin, on his path to redemption. He had been tricked by a fiend into slaying a young girl whose body it had occupied, admittedly not the smartest move. Rumor had it that the fiend was still making victims up north, so we encouraged Dauron to seek atonement by putting the fiend to justice, much to Brage's satisfaction. The naive knight made me think of Ajantis, the fellow Helmite who had always resisted accepting me as a comrade in arms. I wondered how he had fared.
At the Iron Throne we faced a multitude of high ranking agents, a dangerous lot we softened up with a collective of fireballs before we finished them off one by one. But their leaders eluded us. We learned from a particularly cowardly Iron Thone lackey that they were in Candlekeep. The Flaming Fist, one of the few upstanding institutions in the city, besides the temple of Helm, helped us gain access to my hometown with an expensive tome. We did not receive a warm welcome. We executed Iron Throne leaders Rieltar Anchev and Brunos Costak, as well as two Knights of the Shield agents who chose the wrong side. I didn't expect us to be lauded and decorated for finally putting a stop to the Irone Throne's evil machinations, but I didn't expect us to end up in jail for it either, and sadly that's what happened. These men had been slavers and murderers, and we had plenty of evidence of that (including letters with direct orders from Rieltar and other executives).
What point is there to our laws if villains like Rieltar and his men can break them with impunity? And if those who stand up to uphold those laws when enforcement fails, are locked up for their good deeds? This experience hardened me. I had always thought the law of the land largely a reflection of Helmite philosophy of a society in which we look after each other, and in which we protect rather than exploit the weak and the vulnerable. But I shan't bend, I decided. If upholding those virtues gets me into trouble with the law, then so be it. Only Helm can judge me.